Fixes for 64 bit typecast warnings (#1733)

This commit is contained in:
Jeffery Myers 2021-04-25 09:50:26 -07:00 committed by GitHub
parent 8719858655
commit 6c518008a5
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GPG Key ID: 4AEE18F83AFDEB23
18 changed files with 68 additions and 68 deletions

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@ -70,7 +70,7 @@ int main(void)
Vector2 virtualMouse = { 0 };
virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight });
virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ (float)gameScreenWidth, (float)gameScreenHeight });
// Apply the same transformation as the virtual mouse to the real mouse (i.e. to work with raygui)
//SetMouseOffset(-(GetScreenWidth() - (gameScreenWidth*scale))*0.5f, -(GetScreenHeight() - (gameScreenHeight*scale))*0.5f);

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@ -35,7 +35,7 @@ int main(void)
SetPhysicsGravity(0, 0);
// Create random polygon physics body to shatter
CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -50,7 +50,7 @@ int main(void)
{
ResetPhysics();
CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
}
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) // Physics shatter input

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@ -146,8 +146,8 @@ int main(void)
// Draw the three models
DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
DrawModel(modelB, (Vector3){-1.6,0,0}, 1.0f, WHITE);
DrawModel(modelC, (Vector3){ 1.6,0,0}, 1.0f, WHITE);
DrawModel(modelB, (Vector3){-1.6f,0.0f,0.0f}, 1.0f, WHITE);
DrawModel(modelC, (Vector3){ 1.6f,0.0f,0.0f}, 1.0f, WHITE);
// Draw markers to show where the lights are
if (lights[0].enabled) { DrawSphereEx(lights[0].position, 0.2f, 8, 8, WHITE); }

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@ -109,7 +109,7 @@ int main(void)
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();

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@ -75,7 +75,7 @@ int main(void)
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
EndShaderMode();
EndDrawing();

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@ -102,21 +102,21 @@ int main(void)
if (IsKeyDown(KEY_UP))
{
fogDensity += 0.001;
if (fogDensity > 1.0) fogDensity = 1.0;
fogDensity += 0.001f;
if (fogDensity > 1.0f) fogDensity = 1.0f;
}
if (IsKeyDown(KEY_DOWN))
{
fogDensity -= 0.001;
if (fogDensity < 0.0) fogDensity = 0.0;
fogDensity -= 0.001f;
if (fogDensity < 0.0f) fogDensity = 0.0f;
}
SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
// Rotate the torus
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025f));
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012f));
// Update the light shader with the camera view position
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], &camera.position.x, SHADER_UNIFORM_VEC3);
@ -132,10 +132,10 @@ int main(void)
// Draw the three models
DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
DrawModel(modelB, (Vector3){ -2.6, 0, 0 }, 1.0f, WHITE);
DrawModel(modelC, (Vector3){ 2.6, 0, 0 }, 1.0f, WHITE);
DrawModel(modelB, (Vector3){ -2.6f, 0, 0 }, 1.0f, WHITE);
DrawModel(modelC, (Vector3){ 2.6f, 0, 0 }, 1.0f, WHITE);
for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ i, 0, 2 }, 1.0f, WHITE);
for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ (float)i, 0, 2 }, 1.0f, WHITE);
EndMode3D();

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@ -27,12 +27,12 @@
// A few good julia sets
const float pointsOfInterest[6][2] =
{
{ -0.348827, 0.607167 },
{ -0.786268, 0.169728 },
{ -0.8, 0.156 },
{ 0.285, 0.0 },
{ -0.835, -0.2321 },
{ -0.70176, -0.3842 },
{ -0.348827f, 0.607167f },
{ -0.786268f, 0.169728f },
{ -0.8f, 0.156f },
{ 0.285f, 0.0f },
{ -0.835f, -0.2321f },
{ -0.70176f, -0.3842f },
};
int main(void)

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@ -116,22 +116,22 @@ int main(void)
float sw = (float)GetScreenWidth();
SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
// Randomise the locations and velocities of the spotlights
// and initialise the shader locations
// Randomize the locations and velocities of the spotlights
// and initialize the shader locations
for (int i = 0; i < MAX_SPOTS; i++)
{
spots[i].pos.x = GetRandomValue(64, screenWidth - 64);
spots[i].pos.y = GetRandomValue(64, screenHeight - 64);
spots[i].pos.x = GetRandomValue(64.0f, screenWidth - 64.0f);
spots[i].pos.y = GetRandomValue(64.0f, screenHeight - 64.0f);
spots[i].vel = (Vector2){ 0, 0 };
while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
{
spots[i].vel.x = GetRandomValue(-40, 40)/10.0;
spots[i].vel.y = GetRandomValue(-40, 40)/10.0;
spots[i].vel.x = GetRandomValue(-400.f, 40.0f) / 10.0f;
spots[i].vel.y = GetRandomValue(-400.f, 40.0f) / 10.0f;
}
spots[i].inner = 28 * (i + 1);
spots[i].radius = 48 * (i + 1);
spots[i].inner = 28.0f * (i + 1);
spots[i].radius = 48.0f * (i + 1);
SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
@ -184,14 +184,14 @@ int main(void)
for (int n = 0; n < MAX_STARS; n++)
{
// Single pixel is just too small these days!
DrawRectangle(stars[n].pos.x, stars[n].pos.y, 2, 2, WHITE);
DrawRectangle((int)stars[n].pos.x, (int)stars[n].pos.y, 2, 2, WHITE);
}
for (int i = 0; i < 16; i++)
{
DrawTexture(texRay,
(screenWidth/2.0) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2) - 32,
(screenHeight/2.0) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2), WHITE);
(screenWidth/2.0f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32,
(screenHeight/2.0f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f), WHITE);
}
// Draw spot lights

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@ -45,9 +45,9 @@ int main(void)
DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); // NOTE: Uses QUADS internally, not lines
DrawRectangleGradientH(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD);
DrawTriangle((Vector2){screenWidth/4*3, 80},
(Vector2){screenWidth/4*3 - 60, 150},
(Vector2){screenWidth/4*3 + 60, 150}, VIOLET);
DrawTriangle((Vector2){screenWidth/4.0f *3.0f, 80.0f},
(Vector2){screenWidth/4.0f *3.0f - 60.0f, 150.0f},
(Vector2){screenWidth/4.0f *3.0f + 60.0f, 150.0f}, VIOLET);
DrawPoly((Vector2){screenWidth/4*3, 320}, 6, 80, 0, BROWN);
@ -57,9 +57,9 @@ int main(void)
// this way, all LINES are rendered in a single draw pass
DrawLine(18, 42, screenWidth - 18, 42, BLACK);
DrawCircleLines(screenWidth/4, 340, 80, DARKBLUE);
DrawTriangleLines((Vector2){screenWidth/4*3, 160},
(Vector2){screenWidth/4*3 - 20, 230},
(Vector2){screenWidth/4*3 + 20, 230}, DARKBLUE);
DrawTriangleLines((Vector2){screenWidth/4.0f*3.0f, 160.0f},
(Vector2){screenWidth/4.0f*3.0f - 20.0f, 230.0f},
(Vector2){screenWidth/4.0f*3.0f + 20.0f, 230.0f}, DARKBLUE);
EndDrawing();
//----------------------------------------------------------------------------------
}

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@ -37,10 +37,10 @@ int main(void)
// Fills colorsRecs data (for every rectangle)
for (int i = 0; i < MAX_COLORS_COUNT; i++)
{
colorsRecs[i].x = 20 + 100*(i%7) + 10*(i%7);
colorsRecs[i].y = 80 + 100*(i/7) + 10*(i/7);
colorsRecs[i].width = 100;
colorsRecs[i].height = 100;
colorsRecs[i].x = 20.0f + 100.0f *(i%7) + 10.0f *(i%7);
colorsRecs[i].y = 80.0f + 100.0f *(i/7) + 10.0f *(i/7);
colorsRecs[i].width = 100.0f;
colorsRecs[i].height = 100.0f;
}
int colorState[MAX_COLORS_COUNT] = { 0 }; // Color state: 0-DEFAULT, 1-MOUSE_HOVER

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@ -22,12 +22,12 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
Vector2 scleraLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
Vector2 scleraRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2 };
Vector2 scleraLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
Vector2 scleraRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
float scleraRadius = 80;
Vector2 irisLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
Vector2 irisRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2};
Vector2 irisLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
Vector2 irisRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
float irisRadius = 24;
float angle = 0.0f;

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@ -22,7 +22,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - cubic-bezier lines");
Vector2 start = { 0, 0 };
Vector2 end = { screenWidth, screenHeight };
Vector2 end = { (float)screenWidth, (float)screenHeight };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

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@ -35,8 +35,8 @@ int main(void)
// NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
GenTextureMipmaps(&font.texture);
float fontSize = font.baseSize;
Vector2 fontPosition = { 40, screenHeight/2 - 80 };
float fontSize = (float)font.baseSize;
Vector2 fontPosition = { 40.0f, screenHeight/2.0f - 80.0f };
Vector2 textSize = { 0.0f, 0.0f };
// Setup texture scaling filter
@ -86,7 +86,7 @@ int main(void)
if (IsFileExtension(droppedFiles[0], ".ttf"))
{
UnloadFont(font);
font = LoadFontEx(droppedFiles[0], fontSize, 0, 0);
font = LoadFontEx(droppedFiles[0], (int)fontSize, 0, 0);
ClearDroppedFiles();
}
}

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@ -38,14 +38,14 @@ int main(void)
Font font2 = LoadFont("resources/custom_alagard.png"); // Font loading
Font font3 = LoadFont("resources/custom_jupiter_crash.png"); // Font loading
Vector2 fontPosition1 = { screenWidth/2 - MeasureTextEx(font1, msg1, (float)font1.baseSize, -3).x/2,
screenHeight/2 - font1.baseSize/2 - 80 };
Vector2 fontPosition1 = { screenWidth/2.0f - MeasureTextEx(font1, msg1, (float)font1.baseSize, -3).x/2,
screenHeight/2.0f - font1.baseSize/2.0f - 80.0f };
Vector2 fontPosition2 = { screenWidth/2 - MeasureTextEx(font2, msg2, (float)font2.baseSize, -2).x/2,
screenHeight/2 - font2.baseSize/2 - 10 };
Vector2 fontPosition2 = { screenWidth/2.0f - MeasureTextEx(font2, msg2, (float)font2.baseSize, -2.0f).x/2.0f,
screenHeight/2.0f - font2.baseSize/2.0f - 10.0f };
Vector2 fontPosition3 = { screenWidth/2.0f - MeasureTextEx(font3, msg3, (float)font3.baseSize, 2).x/2,
screenHeight/2.0f - font3.baseSize/2 + 50 };
Vector2 fontPosition3 = { screenWidth/2.0f - MeasureTextEx(font3, msg3, (float)font3.baseSize, 2.0f).x/2.0f,
screenHeight/2.0f - font3.baseSize/2.0f + 50.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

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@ -52,8 +52,8 @@ int main(void)
for (int i = 0; i < MAX_FONTS; i++)
{
positions[i].x = screenWidth/2.0f - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2.0f, spacings[i]).x/2.0f;
positions[i].y = 60 + fonts[i].baseSize + 45*i;
positions[i].x = screenWidth/2.0f - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2.0f, (float)spacings[i]).x/2.0f;
positions[i].y = 60.0f + fonts[i].baseSize + 45.0f*i;
}
// Small Y position corrections

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@ -29,14 +29,14 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
bool resizing = false;
bool wordWrap = true;
Rectangle container = { 25, 25, screenWidth - 50, screenHeight - 250};
Rectangle container = { 25.0f, 25.0f, screenWidth - 50.0f, screenHeight - 250.0f };
Rectangle resizer = { container.x + container.width - 17, container.y + container.height - 17, 14, 14 };
// Minimum width and heigh for the container rectangle
const float minWidth = 60;
const float minHeight = 60;
const float maxWidth = screenWidth - 50;
const float maxHeight = screenHeight - 160;
const float maxWidth = screenWidth - 50.0f;
const float maxHeight = screenHeight - 160.0f;
Vector2 lastMouse = { 0.0f, 0.0f }; // Stores last mouse coordinates
Color borderColor = MAROON; // Container border color
@ -99,7 +99,7 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
// Draw bottom info
DrawRectangle(0, screenHeight - 54, screenWidth, 54, GRAY);
DrawRectangleRec((Rectangle){ 382, screenHeight - 34, 12, 12 }, MAROON);
DrawRectangleRec((Rectangle){ 382.0f, screenHeight - 34.0f, 12.0f, 12.0f }, MAROON);
DrawText("Word Wrap: ", 313, screenHeight-115, 20, BLACK);
if (wordWrap) DrawText("ON", 447, screenHeight - 115, 20, RED);

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@ -177,7 +177,7 @@ int main(void)
// Draw drawing circle for reference
if (mousePos.y > 50)
{
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) DrawCircleLines(mousePos.x, mousePos.y, brushSize, GRAY);
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) DrawCircleLines((int)mousePos.x, (int)mousePos.y, brushSize, GRAY);
else DrawCircle(GetMouseX(), GetMouseY(), brushSize, colors[colorSelected]);
}

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@ -32,8 +32,8 @@ int main(void)
Texture2D explosion = LoadTexture("resources/explosion.png");
// Init variables for animation
int frameWidth = explosion.width/NUM_FRAMES_PER_LINE; // Sprite one frame rectangle width
int frameHeight = explosion.height/NUM_LINES; // Sprite one frame rectangle height
float frameWidth = explosion.width/NUM_FRAMES_PER_LINE; // Sprite one frame rectangle width
float frameHeight = explosion.height/NUM_LINES; // Sprite one frame rectangle height
int currentFrame = 0;
int currentLine = 0;
@ -89,8 +89,8 @@ int main(void)
}
}
frameRec.x = (float)frameWidth*currentFrame;
frameRec.y = (float)frameHeight*currentLine;
frameRec.x = frameWidth*currentFrame;
frameRec.y = frameHeight*currentLine;
//----------------------------------------------------------------------------------
// Draw