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[branch-1.3] 4f787cc - Fix a bunch of compiler warnings (backported from 'master')

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[branch-1.3] 4f787cc - Fix a bunch of compiler warnings (backported from 'master') "Albrecht Schlosser" 06:02 Mar 16  
 
commit 4f787cc1f097d01abdba82457332bd2d6724d032
Author:     Albrecht Schlosser <albrechts.fltk@online.de>
AuthorDate: Fri Mar 15 21:26:51 2024 +0100
Commit:     Albrecht Schlosser <albrechts.fltk@online.de>
CommitDate: Sat Mar 16 13:53:01 2024 +0100

    Fix a bunch of compiler warnings (backported from 'master')
    
    Many warnings were benign, some were false positives, but better
    fix a warning than miss an error.
    
    test/fractals.cxx: backported from 1.4

 FL/Fl_Table_Row.H       |   2 +-
 src/Fl_Text_Display.cxx |  12 ++-
 test/fractals.cxx       | 213 +++++++++++++++++++++++-------------------------
 3 files changed, 113 insertions(+), 114 deletions(-)

diff --git FL/Fl_Table_Row.H FL/Fl_Table_Row.H
index 891c585..8068036 100644
--- FL/Fl_Table_Row.H
+++ FL/Fl_Table_Row.H
@@ -88,7 +88,7 @@ private:
       return(_size);
     }
     void size(int count) {
-      if ( count != _size ) {
+      if ( count > 0 && count != _size ) {
         arr = (char*)realloc(arr, count * sizeof(char));
         _size = count;
       }
diff --git src/Fl_Text_Display.cxx src/Fl_Text_Display.cxx
index da443d6..1c75800 100644
--- src/Fl_Text_Display.cxx
+++ src/Fl_Text_Display.cxx
@@ -95,7 +95,8 @@ static int scroll_x = 0;
  */
 Fl_Text_Display::Fl_Text_Display(int X, int Y, int W, int H, const char* l)
 : Fl_Group(X, Y, W, H, l) {
-  int i;
+
+#define VISIBLE_LINES_INIT 1 // allow compiler to remove unused code (PR #582)
 
   mMaxsize = 0;
   damage_range1_start = damage_range1_end = -1;
@@ -148,11 +149,14 @@ Fl_Text_Display::Fl_Text_Display(int X, int Y, int W, int H, const char* l)
   mStyleBuffer = 0;
   mStyleTable = 0;
   mNStyles = 0;
-  mNVisibleLines = 1;
+  mNVisibleLines = VISIBLE_LINES_INIT;
   mLineStarts = new int[mNVisibleLines];
   mLineStarts[0] = 0;
-  for (i=1; i<mNVisibleLines; i++)
-    mLineStarts[i] = -1;
+#if VISIBLE_LINES_INIT > 1
+  { // Note: this code is unused unless mNVisibleLines is ever initialized > 1
+    for (int i=1; i<mNVisibleLines; i++) mLineStarts[i] = -1;
+  }
+#endif
   mSuppressResync = 0;
   mNLinesDeleted = 0;
   mModifyingTabDistance = 0;
diff --git test/fractals.cxx test/fractals.cxx
index 5d3f1de..246cd48 100644
--- test/fractals.cxx
+++ test/fractals.cxx
@@ -1,23 +1,21 @@
 //
-// "$Id$"
-//
 // Fractal drawing demo for the Fast Light Tool Kit (FLTK).
 //
 // This is a GLUT demo program, with modifications to
 // demonstrate how to add FLTK controls to a GLUT program.   The GLUT
 // code is unchanged except for the end (search for FLTK to find changes).
 //
-// Copyright 1998-2016 by Bill Spitzak and others.
+// Copyright 1998-2024 by Bill Spitzak and others.
 //
 // This library is free software. Distribution and use rights are outlined in
 // the file "COPYING" which should have been included with this file.  If this
 // file is missing or damaged, see the license at:
 //
-//     http://www.fltk.org/COPYING.php
+//     https://www.fltk.org/COPYING.php
 //
-// Please report all bugs and problems on the following page:
+// Please see the following page on how to report bugs and issues:
 //
-//     http://www.fltk.org/str.php
+//     https://www.fltk.org/bugs.php
 //
 
 #include <config.h>
@@ -34,10 +32,10 @@ int main(int, char**) {
  *
  * Usage: fractals
  *
- * Homework 6, Part 2: fractal mountains and fractal trees 
+ * Homework 6, Part 2: fractal mountains and fractal trees
  * (Pretty Late)
  *
- * Draws fractal mountains and trees -- and an island of mountains in water 
+ * Draws fractal mountains and trees -- and an island of mountains in water
  * (I tried having trees on the island but it didn't work too well.)
  *
  * Two viewer modes: polar and flying (both restrained to y>0 for up vector).
@@ -75,17 +73,18 @@ int main(int, char**) {
 #  define srand48(x) (srand((x)))
 #endif
 
-typedef enum { NOTALLOWED, MOUNTAIN, TREE, ISLAND, BIGMTN, STEM, LEAF, 
+typedef enum { NOTALLOWED, MOUNTAIN, TREE, ISLAND, BIGMTN, STEM, LEAF,
                MOUNTAIN_MAT, WATER_MAT, LEAF_MAT, TREE_MAT, STEMANDLEAVES,
                AXES } DisplayLists;
 
+// Note: MAXLEVEL is the highest level, range is 0..MAXLEVEL
 #define MAXLEVEL 8
 
 int Rebuild = 1,        /* Rebuild display list in next display? */
     fractal = TREE,     /* What fractal are we building */
-    Level   = 4;        /* levels of recursion for fractals */     
+    Level   = 4;        /* levels of recursion for fractals */
 
-int DrawAxes = 0;       
+int DrawAxes = 0;
 
 /***************************************************************/
 /************************* VECTOR JUNK *************************/
@@ -97,7 +96,7 @@ void printvert(float v[3])
   fprintf(stderr, "(%f, %f, %f)\n", v[0], v[1], v[2]);
 }
 
-#if 0	// removed for FL, it is in fracviewer.c
+#if 0   // removed for FL, it is in fracviewer.c
   /* normalizes v */
 void normalize(GLfloat v[3])
 {
@@ -133,14 +132,14 @@ void triagnormal(float v1[3], float v2[3], float v3[3], float norm[3])
 
 float xzlength(float v1[3], float v2[3])
 {
-  return sqrt((v1[0] - v2[0])*(v1[0] - v2[0]) +
-              (v1[2] - v2[2])*(v1[2] - v2[2]));
+  return sqrtf((v1[0] - v2[0])*(v1[0] - v2[0]) +
+               (v1[2] - v2[2])*(v1[2] - v2[2]));
 }
 
 float xzslope(float v1[3], float v2[3])
 {
   return ((v1[0] != v2[0]) ? ((v1[2] - v2[2]) / (v1[0] - v2[0]))
-	                   : FLT_MAX);
+                           : FLT_MAX);
 }
 
 
@@ -148,15 +147,15 @@ float xzslope(float v1[3], float v2[3])
 /************************ MOUNTAIN STUFF ***********************/
 /***************************************************************/
 
-GLfloat DispFactor[MAXLEVEL];  /* Array of what to multiply random number
-				  by for a given level to get midpoint
-				  displacement  */
-GLfloat DispBias[MAXLEVEL];  /* Array of what to add to random number
-				before multiplying it by DispFactor */
+GLfloat DispFactor[MAXLEVEL + 1]; /* Array of what to multiply random number
+                                     by for a given level to get midpoint
+                                     displacement  */
+GLfloat DispBias[MAXLEVEL + 1];   /* Array of what to add to random number
+                                     before multiplying it by DispFactor */
 
 #define NUMRANDS 191
 float RandTable[NUMRANDS];  /* hash table of random numbers so we can
-			       raise the same midpoints by the same amount */ 
+                               raise the same midpoints by the same amount */
 
          /* The following are for permitting an edge of a moutain to be   */
          /* pegged so it won't be displaced up or down.  This makes it    */
@@ -164,7 +163,7 @@ float RandTable[NUMRANDS];  /* hash table of random numbers so we can
 
 GLfloat Verts[3][3],    /* Vertices of outside edges of mountain */
         Slopes[3];      /* Slopes between these outside edges */
-int     Pegged[3];      /* Is this edge pegged or not */           
+int     Pegged[3];      /* Is this edge pegged or not */
 
  /*
   * Comes up with a new table of random numbers [0,1)
@@ -175,19 +174,19 @@ void InitRandTable(unsigned int seed)
 
   srand48((long) seed);
   for (i = 0; i < NUMRANDS; i++)
-    RandTable[i] = drand48() - 0.5;
+    RandTable[i] = drand48() - 0.5f;
 }
 
   /* calculate midpoint and displace it if required */
 void Midpoint(GLfloat mid[3], GLfloat v1[3], GLfloat v2[3],
-	      int edge, int level)
+              int edge, int level)
 {
   unsigned hash;
 
   mid[0] = (v1[0] + v2[0]) / 2;
   mid[1] = (v1[1] + v2[1]) / 2;
   mid[2] = (v1[2] + v2[2]) / 2;
-  if (!Pegged[edge] || (fabs(xzslope(Verts[edge], mid) 
+  if (!Pegged[edge] || (fabs(xzslope(Verts[edge], mid)
                         - Slopes[edge]) > 0.00001)) {
     srand48((int)((v1[0]+v2[0])*23344));
     hash = unsigned(drand48() * 7334334);
@@ -198,9 +197,9 @@ void Midpoint(GLfloat mid[3], GLfloat v1[3], GLfloat v2[3],
 }
 
   /*
-   * Recursive moutain drawing routine -- from lecture with addition of 
+   * Recursive moutain drawing routine -- from lecture with addition of
    * allowing an edge to be pegged.  This function requires the above
-   * globals to be set, as well as the Level global for fractal level 
+   * globals to be set, as well as the Level global for fractal level
    */
 static float cutoff = -1;
 
@@ -235,13 +234,13 @@ void FMR(GLfloat v1[3], GLfloat v2[3], GLfloat v3[3], int level)
 void FractalMountain(GLfloat v1[3], GLfloat v2[3], GLfloat v3[3],
                      int pegged[3])
 {
-  GLfloat lengths[MAXLEVEL];
-  GLfloat fraction[8] = { 0.3, 0.3, 0.4, 0.2, 0.3, 0.2, 0.4, 0.4  };
-  GLfloat bias[8]     = { 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1  };
+  GLfloat lengths[MAXLEVEL + 1];
+  GLfloat fraction[8] = { 0.3f, 0.3f, 0.4f, 0.2f, 0.3f, 0.2f, 0.4f, 0.4f };
+  GLfloat bias[8]     = { 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f };
   int i;
-  float avglen = (xzlength(v1, v2) + 
+  float avglen = (xzlength(v1, v2) +
                   xzlength(v2, v3) +
-		  xzlength(v3, v1) / 3);
+                  xzlength(v3, v1) / 3);
 
   for (i = 0; i < 3; i++) {
     Verts[0][i] = v1[i];      /* set mountain vertex globals */
@@ -254,15 +253,15 @@ void FractalMountain(GLfloat v1[3], GLfloat v2[3], GLfloat v3[3],
   Slopes[1] = xzslope(Verts[1], Verts[2]);
   Slopes[2] = xzslope(Verts[2], Verts[0]);
 
-  lengths[0] = avglen;          
-  for (i = 1; i < Level; i++) {   
+  lengths[0] = avglen;
+  for (i = 1; i < Level; i++) {
     lengths[i] = lengths[i-1]/2;     /* compute edge length for each level */
   }
 
-  for (i = 0; i < Level; i++) {     /* DispFactor and DispBias arrays */      
+  for (i = 0; i < Level; i++) {     /* DispFactor and DispBias arrays */
     DispFactor[i] = (lengths[i] * ((i <= 7) ? fraction[i] : fraction[7]));
     DispBias[i]   = ((i <= 7) ? bias[i] : bias[7]);
-  } 
+  }
 
   glBegin(GL_TRIANGLES);
     FMR(v1, v2, v3, 0);    /* issues no GL but vertex calls */
@@ -290,7 +289,7 @@ void CreateMountain(void)
    */
 void NewMountain(void)
 {
-  InitRandTable(time(NULL));
+  InitRandTable((unsigned int)time(NULL));
 }
 
 /***************************************************************/
@@ -301,7 +300,7 @@ long TreeSeed;   /* for srand48 - remember so we can build "same tree"
                      at a different level */
 
  /*
-  * recursive tree drawing thing, fleshed out from class notes pseudocode 
+  * recursive tree drawing thing, fleshed out from class notes pseudocode
   */
 void FractalTree(int level, long level_seed)
 {
@@ -313,28 +312,28 @@ void FractalTree(int level, long level_seed)
   } else {
     glCallList(STEM);
     glPushMatrix();
-    glRotatef(drand48()*180, 0, 1, 0);
-    glTranslatef(0, 1, 0);
-    glScalef(0.7, 0.7, 0.7);
+    glRotatef(drand48()*180.0f, 0.0f, 1.0f, 0.0f);
+    glTranslatef(0.0f, 1.0f, 0.0f);
+    glScalef(0.7f, 0.7f, 0.7f);
 
       srand48(level_seed+1);
-      glPushMatrix();    
-        glRotatef(110 + drand48()*40, 0, 1, 0);
-        glRotatef(30 + drand48()*20, 0, 0, 1);
+      glPushMatrix();
+        glRotatef(110.0f + drand48()*40.0f, 0.0f, 1.0f, 0.0f);
+        glRotatef( 30.0f + drand48()*20.0f, 0.0f, 0.0f, 1.0f);
         FractalTree(level + 1, level_seed+4);
       glPopMatrix();
 
       srand48(level_seed+2);
       glPushMatrix();
-        glRotatef(-130 + drand48()*40, 0, 1, 0);
-        glRotatef(30 + drand48()*20, 0, 0, 1);
+        glRotatef(-130.0f + drand48()*40.0f, 0.0f, 1.0f, 0.0f);
+        glRotatef(  30.0f + drand48()*20.0f, 0.0f, 0.0f, 1.0f);
         FractalTree(level + 1, level_seed+5);
       glPopMatrix();
 
       srand48(level_seed+3);
       glPushMatrix();
-        glRotatef(-20 + drand48()*40, 0, 1, 0);
-        glRotatef(30 + drand48()*20, 0, 0, 1);
+        glRotatef(-20.0f + drand48()*40.0f, 0.0f, 1.0f, 0.0f);
+        glRotatef( 30.0f + drand48()*20.0f, 0.0f, 0.0f, 1.0f);
         FractalTree(level + 1, level_seed+6);
       glPopMatrix();
 
@@ -352,22 +351,22 @@ void CreateTreeLists(void)
 
   glNewList(STEM, GL_COMPILE);
   glPushMatrix();
-    glRotatef(-90, 1, 0, 0);
+    glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
     gluCylinder(cylquad, 0.1, 0.08, 1, 10, 2 );
   glPopMatrix();
   glEndList();
 
   glNewList(LEAF, GL_COMPILE);  /* I think this was jeff allen's leaf idea */
     glBegin(GL_TRIANGLES);
-      glNormal3f(-0.1, 0, 0.25);  /* not normalized */
-      glVertex3f(0, 0, 0);
-      glVertex3f(0.25, 0.25, 0.1);
-      glVertex3f(0, 0.5, 0);
-
-      glNormal3f(0.1, 0, 0.25);
-      glVertex3f(0, 0, 0);
-      glVertex3f(0, 0.5, 0);
-      glVertex3f(-0.25, 0.25, 0.1);
+      glNormal3f(-0.1f, 0.00f, 0.25f);  /* not normalized */
+      glVertex3f( 0.0f, 0.00f, 0.00f);
+      glVertex3f(0.25f, 0.25f, 0.10f);
+      glVertex3f(0.00f, 0.50f, 0.00f);
+
+      glNormal3f( 0.10f, 0.00f, 0.25f);
+      glVertex3f( 0.00f, 0.00f, 0.00f);
+      glVertex3f( 0.00f, 0.50f, 0.00f);
+      glVertex3f(-0.25f, 0.25f, 0.10f);
     glEnd();
   glEndList();
 
@@ -377,16 +376,16 @@ void CreateTreeLists(void)
     glCallList(STEM);
     glCallList(LEAF_MAT);
     for(i = 0; i < 3; i++) {
-      glTranslatef(0, 0.333, 0);
-      glRotatef(90, 0, 1, 0);
+      glTranslatef(0.0f, 0.333f, 0.0f);
+      glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
       glPushMatrix();
-        glRotatef(0, 0, 1, 0);
-        glRotatef(50, 1, 0, 0);
+        glRotatef( 0.0f, 0.0f, 1.0f, 0.0f);
+        glRotatef(50.0f, 1.0f, 0.0f, 0.0f);
         glCallList(LEAF);
       glPopMatrix();
       glPushMatrix();
-        glRotatef(180, 0, 1, 0);
-        glRotatef(60, 1, 0, 0);
+        glRotatef(180.0f, 0.0f, 1.0f, 0.0f);
+        glRotatef( 60.0f, 1.0f, 0.0f, 0.0f);
         glCallList(LEAF);
       glPopMatrix();
     }
@@ -412,7 +411,7 @@ void CreateTree(void)
     FractalTree(0, TreeSeed);
     glPopAttrib();
     glPopMatrix();
-  glEndList();  
+  glEndList();
 }
 
  /*
@@ -420,7 +419,7 @@ void CreateTree(void)
   */
 void NewTree(void)
 {
-  TreeSeed = time(NULL);
+  TreeSeed = long(time(NULL));  // use time() as random seed
 }
 
 /***************************************************************/
@@ -429,7 +428,7 @@ void NewTree(void)
 
 void CreateIsland(void)
 {
-  cutoff = .06;
+  cutoff = .06f;
   CreateMountain();
   cutoff = -1;
   glNewList(ISLAND, GL_COMPILE);
@@ -439,45 +438,45 @@ void CreateIsland(void)
     glCallList(WATER_MAT);
 
     glBegin(GL_QUADS);
-      glNormal3f(0, 1, 0);
-      glVertex3f(10, 0.01, 10);
-      glVertex3f(10, 0.01, -10);
-      glVertex3f(-10, 0.01, -10);
-      glVertex3f(-10, 0.01, 10);
+      glNormal3f(  0.0f, 1.00f,   0.0f);
+      glVertex3f( 10.0f, 0.01f,  10.0f);
+      glVertex3f( 10.0f, 0.01f, -10.0f);
+      glVertex3f(-10.0f, 0.01f, -10.0f);
+      glVertex3f(-10.0f, 0.01f,  10.0f);
     glEnd();
 
     glPushMatrix();
-    glTranslatef(0, -0.1, 0);
+    glTranslatef(0.0f, -0.1f, 0.0f);
     glCallList(MOUNTAIN);
     glPopMatrix();
 
     glPushMatrix();
-    glRotatef(135, 0, 1, 0);
-    glTranslatef(0.2, -0.15, -0.4);
+    glRotatef(135.0f, 0.0f, 1.0f, 0.0f);
+    glTranslatef(0.2f, -0.15f, -0.4f);
     glCallList(MOUNTAIN);
     glPopMatrix();
 
     glPushMatrix();
-    glRotatef(-60, 0, 1, 0);
-    glTranslatef(0.7, -0.07, 0.5);
+    glRotatef(-60.0f, 0.0f, 1.0f, 0.0f);
+    glTranslatef(0.7f, -0.07f, 0.5f);
     glCallList(MOUNTAIN);
     glPopMatrix();
 
     glPushMatrix();
-    glRotatef(-175, 0, 1, 0);
-    glTranslatef(-0.7, -0.05, -0.5);
+    glRotatef(-175.0f, 0.0f, 1.0f, 0.0f);
+    glTranslatef(-0.7f, -0.05f, -0.5f);
     glCallList(MOUNTAIN);
     glPopMatrix();
 
     glPushMatrix();
-    glRotatef(165, 0, 1, 0);
-    glTranslatef(-0.9, -0.12, 0.0);
+    glRotatef(165.0f, 0.0f, 1.0f, 0.0f);
+    glTranslatef(-0.9f, -0.12f, 0.0f);
     glCallList(MOUNTAIN);
     glPopMatrix();
 
   glPopMatrix();
   glPopAttrib();
-  glEndList();  
+  glEndList();
 }
 
 
@@ -511,21 +510,21 @@ void Create(int fract)
 
 void SetupMaterials(void)
 {
-  GLfloat mtn_ambuse[] =   { 0.426, 0.256, 0.108, 1.0 };
-  GLfloat mtn_specular[] = { 0.394, 0.272, 0.167, 1.0 };
-  GLfloat mtn_shininess[] = { 10 };
+  GLfloat mtn_ambuse[] =    {  0.426f, 0.256f, 0.108f, 1.0f };
+  GLfloat mtn_specular[] =  {  0.394f, 0.272f, 0.167f, 1.0f };
+  GLfloat mtn_shininess[] = { 10.0f };
 
-  GLfloat water_ambuse[] =   { 0.0, 0.1, 0.5, 1.0 };
-  GLfloat water_specular[] = { 0.0, 0.1, 0.5, 1.0 };
-  GLfloat water_shininess[] = { 10 };
+  GLfloat water_ambuse[] =    {  0.0f, 0.1f, 0.5f, 1.0f };
+  GLfloat water_specular[] =  {  0.0f, 0.1f, 0.5f, 1.0f };
+  GLfloat water_shininess[] = { 10.0f };
 
-  GLfloat tree_ambuse[] =   { 0.4, 0.25, 0.1, 1.0 };
-  GLfloat tree_specular[] = { 0.0, 0.0, 0.0, 1.0 };
-  GLfloat tree_shininess[] = { 0 };
+  GLfloat tree_ambuse[] =    { 0.4f, 0.25f, 0.1f, 1.0f };
+  GLfloat tree_specular[] =  { 0.0f, 0.00f, 0.0f, 1.0f };
+  GLfloat tree_shininess[] = { 0.0f };
 
-  GLfloat leaf_ambuse[] =   { 0.0, 0.8, 0.0, 1.0 };
-  GLfloat leaf_specular[] = { 0.0, 0.8, 0.0, 1.0 };
-  GLfloat leaf_shininess[] = { 10 };
+  GLfloat leaf_ambuse[] =    {  0.0f, 0.8f, 0.0f, 1.0f };
+  GLfloat leaf_specular[] =  {  0.0f, 0.8f, 0.0f, 1.0f };
+  GLfloat leaf_shininess[] = { 10.0f };
 
   glNewList(MOUNTAIN_MAT, GL_COMPILE);
     glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mtn_ambuse);
@@ -554,18 +553,18 @@ void SetupMaterials(void)
 
 void myGLInit(void)
 {
-  GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
-  GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
-  GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
-  GLfloat light_position[] = { 0.0, 0.3, 0.3, 0.0 };
+  GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };
+  GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };
+  GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
+  GLfloat light_position[] = { 0.0f, 0.3f, 0.3f, 0.0f };
 
-  GLfloat lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 };
+  GLfloat lmodel_ambient[] = { 0.4f, 0.4f, 0.4f, 1.0f };
 
   glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
   glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
   glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
   glLightfv(GL_LIGHT0, GL_POSITION, light_position);
-    
+
   glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
 
   glEnable(GL_LIGHTING);
@@ -590,7 +589,7 @@ void myGLInit(void)
   CreateTreeLists();
 
   glFlush();
-} 
+}
 
 /***************************************************************/
 /************************ GLUT STUFF ***************************/
@@ -639,7 +638,7 @@ void display(void)
   glLoadIdentity();
   gluOrtho2D(0.0, winwidth, 0.0, winheight);
 
-  sprintf(buf, "FPS=%d", fps);
+  snprintf(buf, sizeof(buf), "FPS=%d", fps);
   glColor3f(1.0f, 1.0f, 1.0f);
   gl_font(FL_HELVETICA, 12);
   gl_draw(buf, 10, 10);
@@ -656,7 +655,7 @@ void display(void)
   curtime = time(NULL);
   if ((curtime - fpstime) >= 2)
   {
-    fps      = (fps + fpscount / (curtime - fpstime)) / 2;
+    fps      = (fps + fpscount / int(curtime - fpstime)) / 2;
     fpstime  = curtime;
     fpscount = 0;
   }
@@ -792,7 +791,7 @@ int main(int argc, char** argv)
   g->end();
 
   b = new Fl_Button(400,50,100,30,"New Fractal"); b->callback(handlemenu,(void*)MENU_RAND);
-  
+
   b = new Fl_Button( 10,10,100,30,"Mountain"); b->callback(choosefract,(void*)MOUNTAIN);
   b = new Fl_Button(110,10,100,30,"Tree"); b->callback(choosefract,(void*)TREE);
   b = new Fl_Button(210,10,100,30,"Island"); b->callback(choosefract,(void*)ISLAND);
@@ -817,7 +816,7 @@ int main(int argc, char** argv)
 
   NewFractals();
   agvMakeAxesList(AXES);
-  myGLInit(); 
+  myGLInit();
   MenuInit();
 
   glutMainLoop(); // you could use Fl::run() instead
@@ -825,7 +824,3 @@ int main(int argc, char** argv)
   return 0;
 }
 #endif
-
-//
-// End of "$Id$".
-//
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