mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
add safeties for enum math across define boundaries
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parent
1230d0d280
commit
aa02e48c8d
20 changed files with 71 additions and 71 deletions
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@ -149,15 +149,15 @@ bool GuiScrollCtrl::onWake()
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return false;
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mTextureObject = mProfile->getBitmapResource();
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if (mTextureObject && (mProfile->constructBitmapArray() >= BmpStates * BmpCount))
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if (mTextureObject && (mProfile->constructBitmapArray() >= (U32)BmpStates * (U32)BmpCount))
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{
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mBitmapBounds = mProfile->mBitmapArrayRects.address();
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//init
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mBaseThumbSize = mBitmapBounds[BmpStates * BmpVThumbTopCap].extent.y +
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mBitmapBounds[BmpStates * BmpVThumbBottomCap].extent.y;
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mScrollBarThickness = mBitmapBounds[BmpStates * BmpVPage].extent.x;
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mScrollBarArrowBtnLength = mBitmapBounds[BmpStates * BmpUp].extent.y;
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mBaseThumbSize = mBitmapBounds[(U32)BmpStates * (U32)BmpVThumbTopCap].extent.y +
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mBitmapBounds[(U32)BmpStates * (U32)BmpVThumbBottomCap].extent.y;
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mScrollBarThickness = mBitmapBounds[(U32)BmpStates * (U32)BmpVPage].extent.x;
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mScrollBarArrowBtnLength = mBitmapBounds[(U32)BmpStates * (U32)BmpUp].extent.y;
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computeSizes();
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}
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else
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@ -1095,7 +1095,7 @@ void GuiScrollCtrl::drawVScrollBar(const Point2I &offset)
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Point2I pos = ( offset + mUpArrowRect.point );
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// Up Arrow.
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S32 upArrowBitmap = ( BmpStates * BmpUp );
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S32 upArrowBitmap = ((U32)BmpStates * (U32)BmpUp );
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if ( !mVBarEnabled )
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{
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upArrowBitmap += BmpDisabled;
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@ -1114,7 +1114,7 @@ void GuiScrollCtrl::drawVScrollBar(const Point2I &offset)
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pos.y += mBitmapBounds[upArrowBitmap].extent.y;
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// Track.
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S32 trackBitmap = ( BmpStates * BmpVPage );
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S32 trackBitmap = ((U32)BmpStates * (U32)BmpVPage );
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if ( !mVBarEnabled )
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{
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trackBitmap += BmpDisabled;
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@ -1142,7 +1142,7 @@ void GuiScrollCtrl::drawVScrollBar(const Point2I &offset)
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pos.y += trackRect.extent.y;
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// Down Arrow.
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S32 downArrowBitmap = ( BmpStates * BmpDown );
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S32 downArrowBitmap = ((U32)BmpStates * (U32)BmpDown );
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if ( !mVBarEnabled )
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{
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downArrowBitmap += BmpDisabled;
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@ -1167,9 +1167,9 @@ void GuiScrollCtrl::drawVScrollBar(const Point2I &offset)
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pos.y = ( offset.y + mVThumbPos );
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// Determine the Bitmaps.
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S32 thumbBitmapTop = ( BmpStates * BmpVThumbTopCap );
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S32 thumbBitmapMiddle = ( BmpStates * BmpVThumb );
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S32 thumbBitmapBottom = ( BmpStates * BmpVThumbBottomCap );
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S32 thumbBitmapTop = ((U32)BmpStates * (U32)BmpVThumbTopCap );
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S32 thumbBitmapMiddle = ((U32)BmpStates * (U32)BmpVThumb );
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S32 thumbBitmapBottom = ((U32)BmpStates * (U32)BmpVThumbBottomCap );
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if ( mHitRegion == VertThumb && mStateDepressed )
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{
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@ -1220,7 +1220,7 @@ void GuiScrollCtrl::drawHScrollBar(const Point2I &offset)
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Point2I pos = ( offset + mLeftArrowRect.point );
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// Left Arrow.
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S32 leftArrowBitmap = ( BmpStates * BmpLeft );
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S32 leftArrowBitmap = ((U32)BmpStates * (U32)BmpLeft );
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if ( !mHBarEnabled )
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{
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leftArrowBitmap += BmpDisabled;
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@ -1239,7 +1239,7 @@ void GuiScrollCtrl::drawHScrollBar(const Point2I &offset)
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pos.x += mBitmapBounds[leftArrowBitmap].extent.x;
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// Track.
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S32 trackBitmap = ( BmpStates * BmpHPage );
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S32 trackBitmap = ((U32)BmpStates * (U32)BmpHPage );
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if ( !mHBarEnabled )
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{
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trackBitmap += BmpDisabled;
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@ -1267,7 +1267,7 @@ void GuiScrollCtrl::drawHScrollBar(const Point2I &offset)
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pos.x += trackRect.extent.x;
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// Right Arrow.
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S32 rightArrowBitmap = ( BmpStates * BmpRight );
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S32 rightArrowBitmap = ((U32)BmpStates * (U32)BmpRight );
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if ( !mHBarEnabled )
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{
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rightArrowBitmap += BmpDisabled;
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@ -1292,9 +1292,9 @@ void GuiScrollCtrl::drawHScrollBar(const Point2I &offset)
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pos.x = ( offset.x + mHThumbPos );
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// Determine the Bitmaps.
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S32 thumbBitmapLeft = ( BmpStates * BmpHThumbLeftCap );
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S32 thumbBitmapMiddle = ( BmpStates * BmpHThumb );
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S32 thumbBitmapRight = ( BmpStates * BmpHThumbRightCap );
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S32 thumbBitmapLeft = ((U32)BmpStates * (U32)BmpHThumbLeftCap );
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S32 thumbBitmapMiddle = ((U32)BmpStates * (U32)BmpHThumb );
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S32 thumbBitmapRight = ((U32)BmpStates * (U32)BmpHThumbRightCap );
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if ( mHitRegion == HorizThumb && mStateDepressed )
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{
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@ -1340,7 +1340,7 @@ void GuiScrollCtrl::drawScrollCorner(const Point2I &offset)
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pos.x += mRightArrowRect.point.x + mRightArrowRect.extent.x - 1;
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pos.y += mRightArrowRect.point.y;
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GFX->getDrawUtil()->clearBitmapModulation();
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GFX->getDrawUtil()->drawBitmapSR(mTextureObject, pos, mBitmapBounds[BmpStates * BmpResize]);
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GFX->getDrawUtil()->drawBitmapSR(mTextureObject, pos, mBitmapBounds[(U32)BmpStates * (U32)BmpResize]);
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}
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//-----------------------------------------------------------------------------
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@ -692,7 +692,7 @@ bool GuiWindowCtrl::onWake()
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mTextureObject = mProfile->getBitmapResource();
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mBitmapBounds = mProfile->mBitmapArrayRects.address();
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S32 buttonHeight = mBitmapBounds[BmpStates * BmpClose].extent.y;
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S32 buttonHeight = mBitmapBounds[(U32)BmpStates * (U32)BmpClose].extent.y;
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mTitleHeight = buttonHeight + 4;
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@ -1397,7 +1397,7 @@ void GuiWindowCtrl::onRender(Point2I offset, const RectI &updateRect)
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// Draw the close button
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Point2I tempUL;
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Point2I tempLR;
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S32 bmp = BmpStates * BmpClose;
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S32 bmp = (U32)BmpStates * (U32)BmpClose;
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if( mCanClose ) {
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if( mCloseButton.pointInRect( mMousePosition ) )
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@ -1414,9 +1414,9 @@ void GuiWindowCtrl::onRender(Point2I offset, const RectI &updateRect)
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// Draw the maximize button
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if( mMaximized )
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bmp = BmpStates * BmpNormal;
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bmp = (U32)BmpStates * (U32)BmpNormal;
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else
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bmp = BmpStates * BmpMaximize;
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bmp = (U32)BmpStates * (U32)BmpMaximize;
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if( mCanMaximize ) {
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if( mMaximizeButton.pointInRect( mMousePosition ) )
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@ -1433,9 +1433,9 @@ void GuiWindowCtrl::onRender(Point2I offset, const RectI &updateRect)
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// Draw the minimize button
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if( mMinimized )
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bmp = BmpStates * BmpNormal;
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bmp = (U32)BmpStates * (U32)BmpNormal;
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else
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bmp = BmpStates * BmpMinimize;
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bmp = (U32)BmpStates * (U32)BmpMinimize;
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if( mCanMinimize ) {
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if( mMinimizeButton.pointInRect( mMousePosition ) )
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@ -1502,8 +1502,8 @@ void GuiWindowCtrl::positionButtons(void)
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if( !mBitmapBounds || !mAwake )
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return;
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S32 buttonWidth = mBitmapBounds[BmpStates * BmpClose].extent.x;
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S32 buttonHeight = mBitmapBounds[BmpStates * BmpClose].extent.y;
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S32 buttonWidth = mBitmapBounds[(U32)BmpStates * (U32)BmpClose].extent.x;
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S32 buttonHeight = mBitmapBounds[(U32)BmpStates * (U32)BmpClose].extent.y;
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Point2I mainOff = mProfile->mTextOffset;
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// Until a pref, if alignment is LEFT, put buttons RIGHT justified.
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