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https://github.com/juce-framework/JUCE.git
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Workarounds for some mingw build problems.
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5 changed files with 14 additions and 8 deletions
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@ -36,6 +36,10 @@
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#include "AppConfig.h"
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#include "juce_audio_basics.h"
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#if JUCE_MINGW && ! defined (__SSE2__)
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#define JUCE_USE_SSE_INTRINSICS 0
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#endif
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#ifndef JUCE_USE_SSE_INTRINSICS
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#define JUCE_USE_SSE_INTRINSICS 1
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#endif
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@ -61,6 +61,7 @@ namespace FlacNamespace
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#define FLAC__HAS_X86INTRIN 1
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#endif
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#undef __STDC_LIMIT_MACROS
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#define __STDC_LIMIT_MACROS 1
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#define flac_max jmax
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#define flac_min jmin
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@ -120,7 +120,8 @@ namespace TTFNameExtractor
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for (int i = 0; i < (int) ByteOrder::swapIfLittleEndian (offsetTable.numTables); ++i)
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{
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TableDirectory tableDirectory = { 0 };
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TableDirectory tableDirectory;
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zerostruct (tableDirectory);
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input.read (&tableDirectory, sizeof (tableDirectory));
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if (String (tableDirectory.tag, sizeof (tableDirectory.tag)).equalsIgnoreCase ("name"))
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@ -3229,11 +3229,11 @@ void Desktop::setKioskComponent (Component* kioskModeComponent, bool enableOrDis
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struct MonitorInfo
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{
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MonitorInfo (Rectangle<int> rect, bool main, double d) noexcept
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: isMain (main), bounds (rect), dpi (d) {}
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: bounds (rect), dpi (d), isMain (main) {}
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Rectangle<int> bounds;
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bool isMain;
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double dpi;
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bool isMain;
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};
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static BOOL CALLBACK enumMonitorsProc (HMONITOR hm, HDC, LPRECT r, LPARAM userInfo)
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@ -94,12 +94,12 @@ public:
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}
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/** Returns a new matrix from the given frustrum values. */
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static Matrix3D fromFrustum (Type left, Type right, Type bottom, Type top, Type near, Type far) noexcept
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static Matrix3D fromFrustum (Type left, Type right, Type bottom, Type top, Type nearDistance, Type farDistance) noexcept
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{
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return Matrix3D ((2.0f * near) / (right - left), 0.0f, 0.0f, 0.0f,
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0.0f, (2.0f * near) / (top - bottom), 0.0f, 0.0f,
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(right + left) / (right - left), (top + bottom) / (top - bottom), -(far + near) / (far - near), -1.0f,
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0.0f, 0.0f, -(2.0f * far * near) / (far - near), 0.0f);
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return Matrix3D ((2.0f * nearDistance) / (right - left), 0.0f, 0.0f, 0.0f,
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0.0f, (2.0f * nearDistance) / (top - bottom), 0.0f, 0.0f,
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(right + left) / (right - left), (top + bottom) / (top - bottom), -(farDistance + nearDistance) / (farDistance - nearDistance), -1.0f,
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0.0f, 0.0f, -(2.0f * farDistance * nearDistance) / (farDistance - nearDistance), 0.0f);
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}
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/** Multiplies this matrix by another. */
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