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mirror of https://git.FreeBSD.org/ports.git synced 2024-10-17 19:39:43 +00:00

games/endless-sky: fix build with clang 18

PR:		278002
Submitted by:	dim
This commit is contained in:
Dmitry Marakasov 2024-03-28 21:59:27 +03:00
parent 999d190773
commit 5887af366d

View File

@ -0,0 +1,63 @@
--- source/Audio.cpp.orig 2023-10-21 20:01:54 UTC
+++ source/Audio.cpp
@@ -82,7 +82,7 @@ namespace {
// This queue keeps track of sounds that have been requested to play. Each
// added sound is "deferred" until the next audio position update to make
// sure that all sounds from a given frame start at the same time.
- map<const Sound *, QueueEntry> queue;
+ map<const Sound *, QueueEntry> queue_;
map<const Sound *, QueueEntry> deferred;
thread::id mainThreadID;
@@ -249,7 +249,7 @@ void Audio::Update(const Point &listenerPosition)
listener = listenerPosition;
for(const auto &it : deferred)
- queue[it.first].Add(it.second);
+ queue_[it.first].Add(it.second);
deferred.clear();
}
@@ -273,7 +273,7 @@ void Audio::Play(const Sound *sound, const Point &posi
// Place sounds from the main thread directly into the queue. They are from
// the UI, and the Engine may not be running right now to call Update().
if(this_thread::get_id() == mainThreadID)
- queue[sound].Add(position - listener);
+ queue_[sound].Add(position - listener);
else
{
unique_lock<mutex> lock(audioMutex);
@@ -317,12 +317,12 @@ void Audio::Step()
{
if(source.GetSound()->IsLooping())
{
- auto it = queue.find(source.GetSound());
- if(it != queue.end())
+ auto it = queue_.find(source.GetSound());
+ if(it != queue_.end())
{
source.Move(it->second);
newSources.push_back(source);
- queue.erase(it);
+ queue_.erase(it);
}
else
{
@@ -367,7 +367,7 @@ void Audio::Step()
// Now, what is left in the queue is sounds that want to play, and that do
// not correspond to an existing source.
- for(const auto &it : queue)
+ for(const auto &it : queue_)
{
// Use a recycled source if possible. Otherwise, create a new one.
unsigned source = 0;
@@ -396,7 +396,7 @@ void Audio::Step()
sources.back().Move(it.second);
alSourcePlay(source);
}
- queue.clear();
+ queue_.clear();
// Queue up new buffers for the music, if necessary.
int buffersDone = 0;