Fix warnings in visual studio (#3512)
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fc21a8e552
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6cd37e57a6
@ -85,12 +85,12 @@ int main(void)
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// Draw full scene with first camera
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for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
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{
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DrawLineV((Vector2){PLAYER_SIZE*i, 0}, (Vector2){PLAYER_SIZE*i, screenHeight}, LIGHTGRAY);
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DrawLineV((Vector2){(float)PLAYER_SIZE*i, 0}, (Vector2){ (float)PLAYER_SIZE*i, (float)screenHeight}, LIGHTGRAY);
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}
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for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++)
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{
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DrawLineV((Vector2){0, PLAYER_SIZE*i}, (Vector2){screenWidth, PLAYER_SIZE*i}, LIGHTGRAY);
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DrawLineV((Vector2){0, (float)PLAYER_SIZE*i}, (Vector2){ (float)screenWidth, (float)PLAYER_SIZE*i}, LIGHTGRAY);
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}
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for (int i = 0; i < screenWidth/PLAYER_SIZE; i++)
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@ -118,12 +118,12 @@ int main(void)
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// Draw full scene with second camera
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for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
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{
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DrawLineV((Vector2){PLAYER_SIZE*i, 0}, (Vector2){PLAYER_SIZE*i, screenHeight}, LIGHTGRAY);
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DrawLineV((Vector2){ (float)PLAYER_SIZE*i, 0}, (Vector2){ (float)PLAYER_SIZE*i, (float)screenHeight}, LIGHTGRAY);
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}
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for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++)
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{
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DrawLineV((Vector2){0, PLAYER_SIZE*i}, (Vector2){screenWidth, PLAYER_SIZE*i}, LIGHTGRAY);
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DrawLineV((Vector2){0, (float)PLAYER_SIZE*i}, (Vector2){ (float)screenWidth, (float)PLAYER_SIZE*i}, LIGHTGRAY);
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}
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for (int i = 0; i < screenWidth/PLAYER_SIZE; i++)
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@ -53,7 +53,7 @@ int main(void)
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{
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FilePathList droppedFiles = LoadDroppedFiles();
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for (int i = 0, offset = filePathCounter; i < droppedFiles.count; i++)
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for (int i = 0, offset = filePathCounter; i < (int)droppedFiles.count; i++)
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{
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if (filePathCounter < (MAX_FILEPATH_RECORDED - 1))
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{
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@ -77,7 +77,7 @@ int main(void)
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{
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DrawText("Dropped files:", 100, 40, 20, DARKGRAY);
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for (unsigned int i = 0; i < filePathCounter; i++)
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for (int i = 0; i < filePathCounter; i++)
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{
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if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f));
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else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f));
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@ -85,7 +85,7 @@ int main(void)
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animFrameCounter = 0;
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animId++;
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if (animId >= animsCount) animId = 0;
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if (animId >= (int)animsCount) animId = 0;
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UpdateModelAnimation(model, anims[animId], 0);
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animPlaying = true;
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}
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@ -68,7 +68,7 @@ int main(void)
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marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
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// Transfer screenCenter position to shader. Which is used to calculate ray direction.
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Vector2 screenCenter = {.x = screenWidth/2.0, .y = screenHeight/2.0};
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Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
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SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
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// Use Customized function to create writable depth texture buffer
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@ -84,7 +84,7 @@ int main(void)
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};
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// Camera FOV is pre-calculated in the camera Distance.
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double camDist = 1.0/(tan(camera.fovy*0.5*DEG2RAD));
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float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -113,7 +113,7 @@ int main(void)
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// Raymarch Scene
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rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
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BeginShaderMode(shdrRaymarch);
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DrawRectangleRec((Rectangle){0,0,screenWidth,screenHeight},WHITE);
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DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
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EndShaderMode();
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// Raserize Scene
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@ -132,7 +132,7 @@ int main(void)
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE);
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DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -92,7 +92,7 @@ int main(void)
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE);
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DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -2653,7 +2653,7 @@ int GuiTextBox(Rectangle bounds, char *text, int bufferSize, bool editMode)
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if (GetMousePosition().x >= (textBounds.x + textEndWidth - glyphWidth/2))
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{
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mouseCursor.x = textBounds.x + textEndWidth;
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mouseCursorIndex = strlen(text);
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mouseCursorIndex = (int)strlen(text);
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}
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// Place cursor at required index on mouse click
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@ -67,8 +67,8 @@ int main(void)
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// On pause, we draw a blinking message
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if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY);
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DrawCircle(400.5, 300.5, 50, BLACK);
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DrawCircle(528.0, 172.0, 26, BLACK);
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DrawCircle(400.5f, 300.5f, 50.0f, BLACK);
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DrawCircle(528.0f, 172.0f, 26.0f, BLACK);
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DrawFPS(10, 10);
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@ -70,7 +70,7 @@ int main(void)
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GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", NULL, &segments, 0, 100);
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//------------------------------------------------------------------------------
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minSegments = (int)ceilf((endAngle - startAngle) / 90);
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minSegments = truncf(ceilf((endAngle - startAngle) / 90));
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DrawText(TextFormat("MODE: %s", (segments >= minSegments)? "MANUAL" : "AUTO"), 600, 200, 10, (segments >= minSegments)? MAROON : DARKGRAY);
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DrawFPS(10, 10);
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@ -30,7 +30,7 @@ int main(void)
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Vector2 end = { (float)screenWidth, (float)screenHeight };
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Vector2 startControl = { 100, 0 };
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Vector2 endControl = { GetScreenWidth() - 100, GetScreenHeight() };
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Vector2 endControl = { (float)GetScreenWidth() - 100, (float)GetScreenHeight() };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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6
src/external/rprand.h
vendored
6
src/external/rprand.h
vendored
@ -186,7 +186,7 @@ int *rprand_load_sequence(unsigned int count, int min, int max)
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{
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int *sequence = NULL;
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if (count > (abs(max - min) + 1))
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if (count > (unsigned int)(abs(max - min) + 1))
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{
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RPRAND_LOG("WARNING: Sequence count required is greater than range provided\n");
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//count = (max - min);
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@ -198,9 +198,9 @@ int *rprand_load_sequence(unsigned int count, int min, int max)
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int value = 0;
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bool value_is_dup = false;
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for (int i = 0; i < count;)
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for (unsigned int i = 0; i < count;)
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{
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value = (rprand_xoshiro()%(abs(max - min) + 1)) + min;
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value = ((int)rprand_xoshiro()%(abs(max - min) + 1)) + min;
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value_is_dup = false;
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for (int j = 0; j < i; j++)
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@ -2519,7 +2519,7 @@ bool ExportAutomationEventList(AutomationEventList list, const char *fileName)
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// Add events data
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byteCount += sprintf(txtData + byteCount, "c %i\n", list.count);
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for (int i = 0; i < list.count; i++)
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for (unsigned int i = 0; i < list.count; i++)
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{
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byteCount += snprintf(txtData + byteCount, 256, "e %i %i %i %i %i %i // Event: %s\n", list.events[i].frame, list.events[i].type,
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list.events[i].params[0], list.events[i].params[1], list.events[i].params[2], list.events[i].params[3], autoEventTypeName[list.events[i].type]);
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