diff --git a/frontends/sdl/src/main.rs b/frontends/sdl/src/main.rs index fbc7672f18cd9df581a8994fcfd943e8b93d96cc..400d0322b7732ad149dc00d789da1ddb55d9135c 100644 --- a/frontends/sdl/src/main.rs +++ b/frontends/sdl/src/main.rs @@ -34,7 +34,7 @@ pub struct Benchmark { impl Benchmark { pub fn new(count: usize) -> Self { - Self { count: count } + Self { count } } } @@ -221,7 +221,7 @@ impl Emulator { let mut last_frame = 0xffffu16; if current_time >= self.next_tick_time_i { - let cycle_limit = (GameBoy::LCD_CYCLES as f32 / self.logic_ratio as f32) as u32; + let cycle_limit = (GameBoy::LCD_CYCLES as f32 / self.logic_ratio) as u32; loop { // limits the number of ticks to the typical number @@ -246,7 +246,7 @@ impl Emulator { // to update the stream texture, copying it then to the canvas let frame_buffer = self.system.frame_buffer().as_ref(); texture - .update(None, frame_buffer, DISPLAY_WIDTH as usize * 3) + .update(None, frame_buffer, DISPLAY_WIDTH * 3) .unwrap(); self.graphics.canvas.copy(&texture, None, None).unwrap(); @@ -265,7 +265,7 @@ impl Emulator { // updates the next update time reference to the current // time so that it can be used from game loop control - self.next_tick_time += 1000.0 / logic_frequency as f32; + self.next_tick_time += 1000.0 / logic_frequency; self.next_tick_time_i = self.next_tick_time.ceil() as u32; }