directfb: Fixed compiler warnings about unused variables.

This commit is contained in:
Philipp Wiesemann 2017-05-11 23:00:21 +02:00
parent c878b59bbe
commit 75c0d1ef6d
2 changed files with 0 additions and 11 deletions

View File

@ -84,11 +84,9 @@ DirectFB_CreateDefaultCursor(void)
SDL_DFB_DEVICEDATA(dev); SDL_DFB_DEVICEDATA(dev);
DFB_CursorData *curdata; DFB_CursorData *curdata;
DFBResult ret;
DFBSurfaceDescription dsc; DFBSurfaceDescription dsc;
SDL_Cursor *cursor; SDL_Cursor *cursor;
Uint32 *dest; Uint32 *dest;
Uint32 *p;
int pitch, i, j; int pitch, i, j;
SDL_DFB_ALLOC_CLEAR( cursor, sizeof(*cursor)); SDL_DFB_ALLOC_CLEAR( cursor, sizeof(*cursor));
@ -139,7 +137,6 @@ DirectFB_CreateCursor(SDL_Surface * surface, int hot_x, int hot_y)
SDL_DFB_DEVICEDATA(dev); SDL_DFB_DEVICEDATA(dev);
DFB_CursorData *curdata; DFB_CursorData *curdata;
DFBResult ret;
DFBSurfaceDescription dsc; DFBSurfaceDescription dsc;
SDL_Cursor *cursor; SDL_Cursor *cursor;
Uint32 *dest; Uint32 *dest;
@ -184,7 +181,6 @@ static int
DirectFB_ShowCursor(SDL_Cursor * cursor) DirectFB_ShowCursor(SDL_Cursor * cursor)
{ {
SDL_DFB_CURSORDATA(cursor); SDL_DFB_CURSORDATA(cursor);
DFBResult ret;
SDL_Window *window; SDL_Window *window;
window = SDL_GetFocusWindow(); window = SDL_GetFocusWindow();
@ -239,7 +235,6 @@ DirectFB_WarpMouse(SDL_Window * window, int x, int y)
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window); SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
DFB_DisplayData *dispdata = (DFB_DisplayData *) display->driverdata; DFB_DisplayData *dispdata = (DFB_DisplayData *) display->driverdata;
DFB_WindowData *windata = (DFB_WindowData *) window->driverdata; DFB_WindowData *windata = (DFB_WindowData *) window->driverdata;
DFBResult ret;
int cx, cy; int cx, cy;
SDL_DFB_CHECKERR(windata->dfbwin->GetPosition(windata->dfbwin, &cx, &cy)); SDL_DFB_CHECKERR(windata->dfbwin->GetPosition(windata->dfbwin, &cx, &cy));

View File

@ -243,14 +243,8 @@ int
DirectFB_GL_SwapWindow(_THIS, SDL_Window * window) DirectFB_GL_SwapWindow(_THIS, SDL_Window * window)
{ {
SDL_DFB_WINDOWDATA(window); SDL_DFB_WINDOWDATA(window);
DFBRegion region;
DirectFB_GLContext *p; DirectFB_GLContext *p;
region.x1 = 0;
region.y1 = 0;
region.x2 = window->w;
region.y2 = window->h;
#if 0 #if 0
if (devdata->glFinish) if (devdata->glFinish)
devdata->glFinish(); devdata->glFinish();