From daeccd03ace3eacf7907ecca1a697c7d00961cf4 Mon Sep 17 00:00:00 2001 From: Jeffery Myers Date: Mon, 25 Oct 2021 01:21:16 -0700 Subject: [PATCH] Fix VC warnings for examples (#2085) --- examples/models/models_animation.c | 2 +- examples/physics/physics_demo.c | 12 +++++------ examples/physics/physics_friction.c | 18 ++++++++--------- examples/physics/physics_movement.c | 10 +++++----- examples/physics/physics_restitution.c | 20 +++++++++---------- examples/physics/physics_shatter.c | 4 ++-- examples/shaders/shaders_mesh_instancing.c | 20 +++++++++---------- examples/shaders/shaders_spotlight.c | 16 +++++++-------- examples/shapes/shapes_basic_shapes.c | 4 ++-- examples/shapes/shapes_bouncing_ball.c | 4 ++-- examples/shapes/shapes_collision_area.c | 6 +++--- examples/shapes/shapes_colors_palette.c | 6 +++--- examples/shapes/shapes_draw_circle_sector.c | 8 ++++---- .../shapes/shapes_draw_rectangle_rounded.c | 16 +++++++-------- examples/shapes/shapes_draw_ring.c | 10 +++++----- examples/shapes/shapes_easings_ball_anim.c | 8 ++++---- examples/shapes/shapes_easings_box_anim.c | 16 +++++++-------- .../shapes/shapes_easings_rectangle_array.c | 10 +++++----- examples/text/text_input_box.c | 10 +++++----- examples/textures/textures_sprite_explosion.c | 4 ++-- src/extras/raygui.h | 4 ++-- 21 files changed, 104 insertions(+), 104 deletions(-) diff --git a/examples/models/models_animation.c b/examples/models/models_animation.c index 0a375c90..2f5ae266 100644 --- a/examples/models/models_animation.c +++ b/examples/models/models_animation.c @@ -102,7 +102,7 @@ int main(void) UnloadTexture(texture); // Unload texture // Unload model animations data - for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]); + for (unsigned int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]); RL_FREE(anims); UnloadModel(model); // Unload model diff --git a/examples/physics/physics_demo.c b/examples/physics/physics_demo.c index 382a4ab3..dd7a216f 100644 --- a/examples/physics/physics_demo.c +++ b/examples/physics/physics_demo.c @@ -34,11 +34,11 @@ int main(void) InitPhysics(); // Create floor rectangle physics body - PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10); + PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, 500, 100, 10); floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) // Create obstacle circle physics body - PhysicsBody circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10); + PhysicsBody circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 45, 10); circle->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) SetTargetFPS(60); // Set our game to run at 60 frames-per-second @@ -55,16 +55,16 @@ int main(void) { ResetPhysics(); - floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10); + floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, 500, 100, 10); floor->enabled = false; - circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10); + circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 45, 10); circle->enabled = false; } // Physics body creation inputs - if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10); - else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10); + if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) CreatePhysicsBodyPolygon(GetMousePosition(), (float)GetRandomValue(20, 80), GetRandomValue(3, 8), 10); + else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) CreatePhysicsBodyCircle(GetMousePosition(), (float)GetRandomValue(10, 45), 10); // Destroy falling physics bodies int bodiesCount = GetPhysicsBodiesCount(); diff --git a/examples/physics/physics_friction.c b/examples/physics/physics_friction.c index f50eb67f..544b9931 100644 --- a/examples/physics/physics_friction.c +++ b/examples/physics/physics_friction.c @@ -34,18 +34,18 @@ int main(void) InitPhysics(); // Create floor rectangle physics body - PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10); + PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10); floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) - PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight*0.8f }, 10, 80, 10); + PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, screenHeight*0.8f }, 10, 80, 10); wall->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) // Create left ramp physics body - PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, screenHeight - 5 }, 250, 250, 10); + PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, (float)screenHeight - 5 }, 250, 250, 10); rectLeft->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) SetPhysicsBodyRotation(rectLeft, 30*DEG2RAD); // Create right ramp physics body - PhysicsBody rectRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 25, screenHeight - 5 }, 250, 250, 10); + PhysicsBody rectRight = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth - 25, (float)screenHeight - 5 }, 250, 250, 10); rectRight->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) SetPhysicsBodyRotation(rectRight, 330*DEG2RAD); @@ -55,7 +55,7 @@ int main(void) bodyA->dynamicFriction = 0.1f; SetPhysicsBodyRotation(bodyA, 30*DEG2RAD); - PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10); + PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth - 35, (float)screenHeight*0.6f }, 40, 40, 10); bodyB->staticFriction = 1.0f; bodyB->dynamicFriction = 1.0f; SetPhysicsBodyRotation(bodyB, 330*DEG2RAD); @@ -78,7 +78,7 @@ int main(void) bodyA->angularVelocity = 0; SetPhysicsBodyRotation(bodyA, 30*DEG2RAD); - bodyB->position = (Vector2){ screenWidth - 35, screenHeight*0.6f }; + bodyB->position = (Vector2){ (float)screenWidth - 35, screenHeight * 0.6f }; bodyB->velocity = (Vector2){ 0, 0 }; bodyB->angularVelocity = 0; SetPhysicsBodyRotation(bodyB, 330*DEG2RAD); @@ -118,9 +118,9 @@ int main(void) DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK); - DrawText("Friction amount", (screenWidth - MeasureText("Friction amount", 30))/2, 75, 30, WHITE); - DrawText("0.1", bodyA->position.x - MeasureText("0.1", 20)/2, bodyA->position.y - 7, 20, WHITE); - DrawText("1", bodyB->position.x - MeasureText("1", 20)/2, bodyB->position.y - 7, 20, WHITE); + DrawText("Friction amount", (screenWidth - MeasureText("Friction amount", 30))/2.0f, 75, 30, WHITE); + DrawText("0.1", (int)bodyA->position.x - MeasureText("0.1", 20)/2, (int)bodyA->position.y - 7, 20, WHITE); + DrawText("1", (int)bodyB->position.x - MeasureText("1", 20)/2, (int)bodyB->position.y - 7, 20, WHITE); DrawText("Press 'R' to reset example", 10, 10, 10, WHITE); diff --git a/examples/physics/physics_movement.c b/examples/physics/physics_movement.c index e13caec7..068611ad 100644 --- a/examples/physics/physics_movement.c +++ b/examples/physics/physics_movement.c @@ -36,11 +36,11 @@ int main(void) InitPhysics(); // Create floor and walls rectangle physics body - PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10); + PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10); PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10); PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10); - PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2 }, 10, screenHeight, 10); - PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth + 5, screenHeight/2 }, 10, screenHeight, 10); + PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2.0f }, 10, (float)screenHeight, 10); + PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth + 5, screenHeight/2.0f }, 10, (float)screenHeight, 10); // Disable dynamics to floor and walls physics bodies floor->enabled = false; @@ -50,7 +50,7 @@ int main(void) wallRight->enabled = false; // Create movement physics body - PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight/2 }, 50, 50, 1); + PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 50, 50, 1); body->freezeOrient = true; // Constrain body rotation to avoid little collision torque amounts SetTargetFPS(60); // Set our game to run at 60 frames-per-second @@ -66,7 +66,7 @@ int main(void) if (IsKeyPressed(KEY_R)) // Reset physics input { // Reset movement physics body position, velocity and rotation - body->position = (Vector2){ screenWidth/2, screenHeight/2 }; + body->position = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; body->velocity = (Vector2){ 0, 0 }; SetPhysicsBodyRotation(body, 0); } diff --git a/examples/physics/physics_restitution.c b/examples/physics/physics_restitution.c index 91de5589..27241b68 100644 --- a/examples/physics/physics_restitution.c +++ b/examples/physics/physics_restitution.c @@ -34,16 +34,16 @@ int main(void) InitPhysics(); // Create floor rectangle physics body - PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10); + PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10); floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) floor->restitution = 1; // Create circles physics body - PhysicsBody circleA = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.25f, screenHeight/2 }, 30, 10); + PhysicsBody circleA = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.25f, screenHeight/2.0f }, 30, 10); circleA->restitution = 0; - PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2 }, 30, 10); + PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2.0f }, 30, 10); circleB->restitution = 0.5f; - PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2 }, 30, 10); + PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2.0f }, 30, 10); circleC->restitution = 1; // Restitution demo needs a very tiny physics time step for a proper simulation @@ -62,11 +62,11 @@ int main(void) if (IsKeyPressed(KEY_R)) // Reset physics input { // Reset circles physics bodies position and velocity - circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2 }; + circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2.0f }; circleA->velocity = (Vector2){ 0, 0 }; - circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2 }; + circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2.0f }; circleB->velocity = (Vector2){ 0, 0 }; - circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2 }; + circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2.0f }; circleC->velocity = (Vector2){ 0, 0 }; } //---------------------------------------------------------------------------------- @@ -100,9 +100,9 @@ int main(void) } DrawText("Restitution amount", (screenWidth - MeasureText("Restitution amount", 30))/2, 75, 30, WHITE); - DrawText("0", circleA->position.x - MeasureText("0", 20)/2, circleA->position.y - 7, 20, WHITE); - DrawText("0.5", circleB->position.x - MeasureText("0.5", 20)/2, circleB->position.y - 7, 20, WHITE); - DrawText("1", circleC->position.x - MeasureText("1", 20)/2, circleC->position.y - 7, 20, WHITE); + DrawText("0", (int)circleA->position.x - MeasureText("0", 20)/2, circleA->position.y - 7, 20, WHITE); + DrawText("0.5", (int)circleB->position.x - MeasureText("0.5", 20)/2, circleB->position.y - 7, 20, WHITE); + DrawText("1", (int)circleC->position.x - MeasureText("1", 20)/2, circleC->position.y - 7, 20, WHITE); DrawText("Press 'R' to reset example", 10, 10, 10, WHITE); diff --git a/examples/physics/physics_shatter.c b/examples/physics/physics_shatter.c index 49344386..809227ee 100644 --- a/examples/physics/physics_shatter.c +++ b/examples/physics/physics_shatter.c @@ -35,7 +35,7 @@ int main(void) SetPhysicsGravity(0, 0); // Create random polygon physics body to shatter - CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10); + CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, (float)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/2.0f, screenHeight/2.0f }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10); + CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, (float)GetRandomValue(80, 200), GetRandomValue(3, 8), 10); } if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) // Physics shatter input diff --git a/examples/shaders/shaders_mesh_instancing.c b/examples/shaders/shaders_mesh_instancing.c index 11662f73..339b9379 100644 --- a/examples/shaders/shaders_mesh_instancing.c +++ b/examples/shaders/shaders_mesh_instancing.c @@ -67,14 +67,14 @@ int main(void) // Scatter random cubes around for (int i = 0; i < MAX_INSTANCES; i++) { - x = GetRandomValue(-50, 50); - y = GetRandomValue(-50, 50); - z = GetRandomValue(-50, 50); + x = (float)GetRandomValue(-50, 50); + y = (float)GetRandomValue(-50, 50); + z = (float)GetRandomValue(-50, 50); translations[i] = MatrixTranslate(x, y, z); - x = GetRandomValue(0, 360); - y = GetRandomValue(0, 360); - z = GetRandomValue(0, 360); + x = (float)GetRandomValue(0, 360); + y = (float)GetRandomValue(0, 360); + z = (float)GetRandomValue(0, 360); Vector3 axis = Vector3Normalize((Vector3){ x, y, z }); float angle = (float)GetRandomValue(0, 10)*DEG2RAD; @@ -136,11 +136,11 @@ int main(void) if (IsKeyDown(KEY_NINE)) groups = 9; if (IsKeyDown(KEY_W)) { groups = 7; amp = 25; speed = 18; variance = 0.70f; } - if (IsKeyDown(KEY_EQUAL)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f); - if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f); + if (IsKeyDown(KEY_EQUAL)) speed = (speed <= (fps*0.25f))? (int)(fps*0.25f) : (int)(speed*0.95f); + if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (int)(fps*0.25f) : (int)(speed*0.95f); - if (IsKeyDown(KEY_MINUS)) speed = fmaxf(speed*1.02f, speed + 1); - if (IsKeyDown(KEY_KP_SUBTRACT)) speed = fmaxf(speed*1.02f, speed + 1); + if (IsKeyDown(KEY_MINUS)) speed = (int)fmaxf(speed*1.02f, speed + 1); + if (IsKeyDown(KEY_KP_SUBTRACT)) speed = (int)fmaxf(speed*1.02f, speed + 1); // Update the light shader with the camera view position float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; diff --git a/examples/shaders/shaders_spotlight.c b/examples/shaders/shaders_spotlight.c index 892093d7..bdc2a0aa 100644 --- a/examples/shaders/shaders_spotlight.c +++ b/examples/shaders/shaders_spotlight.c @@ -120,14 +120,14 @@ int main(void) // and initialize the shader locations for (int i = 0; i < MAX_SPOTS; i++) { - spots[i].pos.x = GetRandomValue(64.0f, screenWidth - 64.0f); - spots[i].pos.y = GetRandomValue(64.0f, screenHeight - 64.0f); + spots[i].pos.x = (float)GetRandomValue(64, screenWidth - 64); + spots[i].pos.y = (float)GetRandomValue(64, screenHeight - 64); spots[i].vel = (Vector2){ 0, 0 }; while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2) { - spots[i].vel.x = GetRandomValue(-400.f, 40.0f) / 10.0f; - spots[i].vel.y = GetRandomValue(-400.f, 40.0f) / 10.0f; + spots[i].vel.x = GetRandomValue(-400, 40) / 10.0f; + spots[i].vel.y = GetRandomValue(-400, 40) / 10.0f; } spots[i].inner = 28.0f * (i + 1); @@ -190,8 +190,8 @@ int main(void) for (int i = 0; i < 16; i++) { DrawTexture(texRay, - (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); + (int)((screenWidth/2.0f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32), + (int)((screenHeight/2.0f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f)), WHITE); } // Draw spot lights @@ -206,8 +206,8 @@ int main(void) DrawFPS(10, 10); DrawText("Move the mouse!", 10, 30, 20, GREEN); - DrawText("Pitch Black", screenWidth*0.2f, screenHeight/2, 20, GREEN); - DrawText("Dark", screenWidth*.66f, screenHeight/2, 20, GREEN); + DrawText("Pitch Black", (int)(screenWidth*0.2f), screenHeight/2, 20, GREEN); + DrawText("Dark", (int)(screenWidth*.66f), screenHeight/2, 20, GREEN); EndDrawing(); diff --git a/examples/shapes/shapes_basic_shapes.c b/examples/shapes/shapes_basic_shapes.c index 086de774..7b48d436 100644 --- a/examples/shapes/shapes_basic_shapes.c +++ b/examples/shapes/shapes_basic_shapes.c @@ -59,8 +59,8 @@ int main(void) (Vector2){screenWidth/4.0f*3.0f + 20.0f, 230.0f}, DARKBLUE); // Polygon shapes and lines - DrawPoly((Vector2){screenWidth/4*3, 320}, 6, 80, 0, BROWN); - DrawPolyLinesEx((Vector2){screenWidth/4*3, 320}, 6, 80, 0, 6, BEIGE); + DrawPoly((Vector2){screenWidth/4.0f*3, 320}, 6, 80, 0, BROWN); + DrawPolyLinesEx((Vector2){screenWidth/4.0f*3, 320}, 6, 80, 0, 6, BEIGE); // NOTE: We draw all LINES based shapes together to optimize internal drawing, // this way, all LINES are rendered in a single draw pass diff --git a/examples/shapes/shapes_bouncing_ball.c b/examples/shapes/shapes_bouncing_ball.c index 9f01ff14..1f8ab8d9 100644 --- a/examples/shapes/shapes_bouncing_ball.c +++ b/examples/shapes/shapes_bouncing_ball.c @@ -20,7 +20,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball"); - Vector2 ballPosition = { GetScreenWidth()/2, GetScreenHeight()/2 }; + Vector2 ballPosition = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f }; Vector2 ballSpeed = { 5.0f, 4.0f }; int ballRadius = 20; @@ -55,7 +55,7 @@ int main(void) ClearBackground(RAYWHITE); - DrawCircleV(ballPosition, ballRadius, MAROON); + DrawCircleV(ballPosition, (float)ballRadius, MAROON); DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY); // On pause, we draw a blinking message diff --git a/examples/shapes/shapes_collision_area.c b/examples/shapes/shapes_collision_area.c index c7fb590a..c5946b63 100644 --- a/examples/shapes/shapes_collision_area.c +++ b/examples/shapes/shapes_collision_area.c @@ -22,11 +22,11 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area"); // Box A: Moving box - Rectangle boxA = { 10, GetScreenHeight()/2 - 50, 200, 100 }; + Rectangle boxA = { 10, GetScreenHeight()/2.0f - 50, 200, 100 }; int boxASpeedX = 4; // Box B: Mouse moved box - Rectangle boxB = { GetScreenWidth()/2 - 30, GetScreenHeight()/2 - 30, 60, 60 }; + Rectangle boxB = { GetScreenWidth()/2.0f - 30, GetScreenHeight()/2.0f - 30, 60, 60 }; Rectangle boxCollision = { 0 }; // Collision rectangle @@ -58,7 +58,7 @@ int main(void) else if (boxB.x <= 0) boxB.x = 0; if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height; - else if (boxB.y <= screenUpperLimit) boxB.y = screenUpperLimit; + else if (boxB.y <= screenUpperLimit) boxB.y = (float)screenUpperLimit; // Check boxes collision collision = CheckCollisionRecs(boxA, boxB); diff --git a/examples/shapes/shapes_colors_palette.c b/examples/shapes/shapes_colors_palette.c index 0865d581..e9bbad76 100644 --- a/examples/shapes/shapes_colors_palette.c +++ b/examples/shapes/shapes_colors_palette.c @@ -79,10 +79,10 @@ int main(void) if (IsKeyDown(KEY_SPACE) || colorState[i]) { - DrawRectangle(colorsRecs[i].x, colorsRecs[i].y + colorsRecs[i].height - 26, colorsRecs[i].width, 20, BLACK); + DrawRectangle((int)colorsRecs[i].x, (int)(colorsRecs[i].y + colorsRecs[i].height - 26), (int)colorsRecs[i].width, 20, BLACK); DrawRectangleLinesEx(colorsRecs[i], 6, Fade(BLACK, 0.3f)); - DrawText(colorNames[i], colorsRecs[i].x + colorsRecs[i].width - MeasureText(colorNames[i], 10) - 12, - colorsRecs[i].y + colorsRecs[i].height - 20, 10, colors[i]); + DrawText(colorNames[i], (int)(colorsRecs[i].x + colorsRecs[i].width - MeasureText(colorNames[i], 10) - 12), + (int)(colorsRecs[i].y + colorsRecs[i].height - 20), 10, colors[i]); } } diff --git a/examples/shapes/shapes_draw_circle_sector.c b/examples/shapes/shapes_draw_circle_sector.c index 787b1d4a..101c5378 100644 --- a/examples/shapes/shapes_draw_circle_sector.c +++ b/examples/shapes/shapes_draw_circle_sector.c @@ -25,7 +25,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw circle sector"); - Vector2 center = {(GetScreenWidth() - 300)/2, GetScreenHeight()/2 }; + Vector2 center = {(GetScreenWidth() - 300)/2.0f, GetScreenHeight()/2.0f }; float outerRadius = 180.0f; float startAngle = 0.0f; @@ -53,8 +53,8 @@ int main(void) DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f)); DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f)); - DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3)); - DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.6)); + DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3f)); + DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.6f)); // Draw GUI controls //------------------------------------------------------------------------------ @@ -62,7 +62,7 @@ int main(void) endAngle = GuiSliderBar((Rectangle){ 600, 70, 120, 20}, "EndAngle", NULL, endAngle, 0, 720); outerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20}, "Radius", NULL, outerRadius, 0, 200); - segments = GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", NULL, segments, 0, 100); + segments = (int)GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", NULL, (float)segments, 0, 100); //------------------------------------------------------------------------------ minSegments = (int)ceilf((endAngle - startAngle) / 90); diff --git a/examples/shapes/shapes_draw_rectangle_rounded.c b/examples/shapes/shapes_draw_rectangle_rounded.c index cc364980..d02b1328 100644 --- a/examples/shapes/shapes_draw_rectangle_rounded.c +++ b/examples/shapes/shapes_draw_rectangle_rounded.c @@ -43,7 +43,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - Rectangle rec = { (GetScreenWidth() - width - 250)/2, (GetScreenHeight() - height)/2, width, height }; + Rectangle rec = { ((float)GetScreenWidth() - width - 250)/2, (GetScreenHeight() - height)/2.0f, (float)width, (float)height }; //---------------------------------------------------------------------------------- // Draw @@ -55,17 +55,17 @@ int main(void) DrawLine(560, 0, 560, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f)); DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f)); - if (drawRect) DrawRectangleRec(rec, Fade(GOLD, 0.6)); - if (drawRoundedRect) DrawRectangleRounded(rec, roundness, segments, Fade(MAROON, 0.2)); - if (drawRoundedLines) DrawRectangleRoundedLines(rec,roundness, segments, lineThick, Fade(MAROON, 0.4)); + if (drawRect) DrawRectangleRec(rec, Fade(GOLD, 0.6f)); + if (drawRoundedRect) DrawRectangleRounded(rec, roundness, segments, Fade(MAROON, 0.2f)); + if (drawRoundedLines) DrawRectangleRoundedLines(rec,roundness, segments, (float)lineThick, Fade(MAROON, 0.4f)); // Draw GUI controls //------------------------------------------------------------------------------ - width = GuiSliderBar((Rectangle){ 640, 40, 105, 20 }, "Width", NULL, width, 0, GetScreenWidth() - 300); - height = GuiSliderBar((Rectangle){ 640, 70, 105, 20 }, "Height", NULL, height, 0, GetScreenHeight() - 50); + width = (int)GuiSliderBar((Rectangle){ 640, 40, 105, 20 }, "Width", NULL, (float)width, 0, (float)GetScreenWidth() - 300); + height = (int)GuiSliderBar((Rectangle){ 640, 70, 105, 20 }, "Height", NULL, (float)height, 0, (float)GetScreenHeight() - 50); roundness = GuiSliderBar((Rectangle){ 640, 140, 105, 20 }, "Roundness", NULL, roundness, 0.0f, 1.0f); - lineThick = GuiSliderBar((Rectangle){ 640, 170, 105, 20 }, "Thickness", NULL, lineThick, 0, 20); - segments = GuiSliderBar((Rectangle){ 640, 240, 105, 20}, "Segments", NULL, segments, 0, 60); + lineThick = (int)GuiSliderBar((Rectangle){ 640, 170, 105, 20 }, "Thickness", NULL, (float)lineThick, 0, 20); + segments = (int)GuiSliderBar((Rectangle){ 640, 240, 105, 20}, "Segments", NULL, (float)segments, 0, 60); drawRoundedRect = GuiCheckBox((Rectangle){ 640, 320, 20, 20 }, "DrawRoundedRect", drawRoundedRect); drawRoundedLines = GuiCheckBox((Rectangle){ 640, 350, 20, 20 }, "DrawRoundedLines", drawRoundedLines); diff --git a/examples/shapes/shapes_draw_ring.c b/examples/shapes/shapes_draw_ring.c index cd4c1f09..de97a014 100644 --- a/examples/shapes/shapes_draw_ring.c +++ b/examples/shapes/shapes_draw_ring.c @@ -25,7 +25,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw ring"); - Vector2 center = {(GetScreenWidth() - 300)/2, GetScreenHeight()/2 }; + Vector2 center = {(GetScreenWidth() - 300)/2.0f, GetScreenHeight()/2.0f }; float innerRadius = 80.0f; float outerRadius = 190.0f; @@ -59,9 +59,9 @@ int main(void) DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f)); DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f)); - if (drawRing) DrawRing(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3)); - if (drawRingLines) DrawRingLines(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4)); - if (drawCircleLines) DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4)); + if (drawRing) DrawRing(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3f)); + if (drawRingLines) DrawRingLines(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4f)); + if (drawCircleLines) DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4f)); // Draw GUI controls //------------------------------------------------------------------------------ @@ -71,7 +71,7 @@ int main(void) innerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20 }, "InnerRadius", NULL, innerRadius, 0, 100); outerRadius = GuiSliderBar((Rectangle){ 600, 170, 120, 20 }, "OuterRadius", NULL, outerRadius, 0, 200); - segments = GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", NULL, segments, 0, 100); + segments = (int)GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", NULL, (float)segments, 0, 100); drawRing = GuiCheckBox((Rectangle){ 600, 320, 20, 20 }, "Draw Ring", drawRing); drawRingLines = GuiCheckBox((Rectangle){ 600, 350, 20, 20 }, "Draw RingLines", drawRingLines); diff --git a/examples/shapes/shapes_easings_ball_anim.c b/examples/shapes/shapes_easings_ball_anim.c index 579d04dd..7e1d081e 100644 --- a/examples/shapes/shapes_easings_ball_anim.c +++ b/examples/shapes/shapes_easings_ball_anim.c @@ -41,7 +41,7 @@ int main(void) if (state == 0) // Move ball position X with easing { framesCounter++; - ballPositionX = EaseElasticOut(framesCounter, -100, screenWidth/2 + 100, 120); + ballPositionX = (int)EaseElasticOut((float)framesCounter, -100, screenWidth/2.0f + 100, 120); if (framesCounter >= 120) { @@ -52,7 +52,7 @@ int main(void) else if (state == 1) // Increase ball radius with easing { framesCounter++; - ballRadius = EaseElasticIn(framesCounter, 20, 500, 200); + ballRadius = (int)EaseElasticIn((float)framesCounter, 20, 500, 200); if (framesCounter >= 200) { @@ -63,7 +63,7 @@ int main(void) else if (state == 2) // Change ball alpha with easing (background color blending) { framesCounter++; - ballAlpha = EaseCubicOut(framesCounter, 0.0f, 1.0f, 200); + ballAlpha = EaseCubicOut((float)framesCounter, 0.0f, 1.0f, 200); if (framesCounter >= 200) { @@ -93,7 +93,7 @@ int main(void) ClearBackground(RAYWHITE); if (state >= 2) DrawRectangle(0, 0, screenWidth, screenHeight, GREEN); - DrawCircle(ballPositionX, 200, ballRadius, Fade(RED, 1.0f - ballAlpha)); + DrawCircle(ballPositionX, 200, (float)ballRadius, Fade(RED, 1.0f - ballAlpha)); if (state == 3) DrawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, BLACK); diff --git a/examples/shapes/shapes_easings_box_anim.c b/examples/shapes/shapes_easings_box_anim.c index 7812bd53..e7024f41 100644 --- a/examples/shapes/shapes_easings_box_anim.c +++ b/examples/shapes/shapes_easings_box_anim.c @@ -23,7 +23,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box anim"); // Box variables to be animated with easings - Rectangle rec = { GetScreenWidth()/2, -100, 100, 100 }; + Rectangle rec = { GetScreenWidth()/2.0f, -100, 100, 100 }; float rotation = 0.0f; float alpha = 1.0f; @@ -46,7 +46,7 @@ int main(void) // NOTE: Remember that 3rd parameter of easing function refers to // desired value variation, do not confuse it with expected final value! - rec.y = EaseElasticOut(framesCounter, -100, GetScreenHeight()/2 + 100, 120); + rec.y = EaseElasticOut((float)framesCounter, -100, GetScreenHeight()/2.0f + 100, 120); if (framesCounter >= 120) { @@ -57,8 +57,8 @@ int main(void) case 1: // Scale box to an horizontal bar { framesCounter++; - rec.height = EaseBounceOut(framesCounter, 100, -90, 120); - rec.width = EaseBounceOut(framesCounter, 100, GetScreenWidth(), 120); + rec.height = EaseBounceOut((float)framesCounter, 100, -90, 120); + rec.width = EaseBounceOut((float)framesCounter, 100, (float)GetScreenWidth(), 120); if (framesCounter >= 120) { @@ -69,7 +69,7 @@ int main(void) case 2: // Rotate horizontal bar rectangle { framesCounter++; - rotation = EaseQuadOut(framesCounter, 0.0f, 270.0f, 240); + rotation = EaseQuadOut((float)framesCounter, 0.0f, 270.0f, 240); if (framesCounter >= 240) { @@ -80,7 +80,7 @@ int main(void) case 3: // Increase bar size to fill all screen { framesCounter++; - rec.height = EaseCircOut(framesCounter, 10, GetScreenWidth(), 120); + rec.height = EaseCircOut((float)framesCounter, 10, (float)GetScreenWidth(), 120); if (framesCounter >= 120) { @@ -91,7 +91,7 @@ int main(void) case 4: // Fade out animation { framesCounter++; - alpha = EaseSineOut(framesCounter, 1.0f, -1.0f, 160); + alpha = EaseSineOut((float)framesCounter, 1.0f, -1.0f, 160); if (framesCounter >= 160) { @@ -105,7 +105,7 @@ int main(void) // Reset animation at any moment if (IsKeyPressed(KEY_SPACE)) { - rec = (Rectangle){ GetScreenWidth()/2, -100, 100, 100 }; + rec = (Rectangle){ GetScreenWidth()/2.0f, -100, 100, 100 }; rotation = 0.0f; alpha = 1.0f; state = 0; diff --git a/examples/shapes/shapes_easings_rectangle_array.c b/examples/shapes/shapes_easings_rectangle_array.c index eb782cd1..bdd45949 100644 --- a/examples/shapes/shapes_easings_rectangle_array.c +++ b/examples/shapes/shapes_easings_rectangle_array.c @@ -39,8 +39,8 @@ int main(void) { for (int x = 0; x < MAX_RECS_X; x++) { - recs[y*MAX_RECS_X + x].x = RECS_WIDTH/2 + RECS_WIDTH*x; - recs[y*MAX_RECS_X + x].y = RECS_HEIGHT/2 + RECS_HEIGHT*y; + recs[y*MAX_RECS_X + x].x = RECS_WIDTH/2.0f + RECS_WIDTH*x; + recs[y*MAX_RECS_X + x].y = RECS_HEIGHT/2.0f + RECS_HEIGHT*y; recs[y*MAX_RECS_X + x].width = RECS_WIDTH; recs[y*MAX_RECS_X + x].height = RECS_HEIGHT; } @@ -64,15 +64,15 @@ int main(void) for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++) { - recs[i].height = EaseCircOut(framesCounter, RECS_HEIGHT, -RECS_HEIGHT, PLAY_TIME_IN_FRAMES); - recs[i].width = EaseCircOut(framesCounter, RECS_WIDTH, -RECS_WIDTH, PLAY_TIME_IN_FRAMES); + recs[i].height = EaseCircOut((float)framesCounter, RECS_HEIGHT, -RECS_HEIGHT, PLAY_TIME_IN_FRAMES); + recs[i].width = EaseCircOut((float)framesCounter, RECS_WIDTH, -RECS_WIDTH, PLAY_TIME_IN_FRAMES); if (recs[i].height < 0) recs[i].height = 0; if (recs[i].width < 0) recs[i].width = 0; if ((recs[i].height == 0) && (recs[i].width == 0)) state = 1; // Finish playing - rotation = EaseLinearIn(framesCounter, 0.0f, 360.0f, PLAY_TIME_IN_FRAMES); + rotation = EaseLinearIn((float)framesCounter, 0.0f, 360.0f, PLAY_TIME_IN_FRAMES); } } else if ((state == 1) && IsKeyPressed(KEY_SPACE)) diff --git a/examples/text/text_input_box.c b/examples/text/text_input_box.c index aeea4e15..2e7d9a55 100644 --- a/examples/text/text_input_box.c +++ b/examples/text/text_input_box.c @@ -25,7 +25,7 @@ int main(void) char name[MAX_INPUT_CHARS + 1] = "\0"; // NOTE: One extra space required for null terminator char '\0' int letterCount = 0; - Rectangle textBox = { screenWidth/2 - 100, 180, 225, 50 }; + Rectangle textBox = { screenWidth/2.0f - 100, 180, 225, 50 }; bool mouseOnText = false; int framesCounter = 0; @@ -85,10 +85,10 @@ int main(void) DrawText("PLACE MOUSE OVER INPUT BOX!", 240, 140, 20, GRAY); DrawRectangleRec(textBox, LIGHTGRAY); - if (mouseOnText) DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, RED); - else DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, DARKGRAY); + if (mouseOnText) DrawRectangleLines((int)textBox.x, (int)textBox.y, (int)textBox.width, (int)textBox.height, RED); + else DrawRectangleLines((int)textBox.x, (int)textBox.y, (int)textBox.width, (int)textBox.height, DARKGRAY); - DrawText(name, textBox.x + 5, textBox.y + 8, 40, MAROON); + DrawText(name, (int)textBox.x + 5, (int)textBox.y + 8, 40, MAROON); DrawText(TextFormat("INPUT CHARS: %i/%i", letterCount, MAX_INPUT_CHARS), 315, 250, 20, DARKGRAY); @@ -97,7 +97,7 @@ int main(void) if (letterCount < MAX_INPUT_CHARS) { // Draw blinking underscore char - if (((framesCounter/20)%2) == 0) DrawText("_", textBox.x + 8 + MeasureText(name, 40), textBox.y + 12, 40, MAROON); + if (((framesCounter/20)%2) == 0) DrawText("_", (int)textBox.x + 8 + MeasureText(name, 40), (int)textBox.y + 12, 40, MAROON); } else DrawText("Press BACKSPACE to delete chars...", 230, 300, 20, GRAY); } diff --git a/examples/textures/textures_sprite_explosion.c b/examples/textures/textures_sprite_explosion.c index 4cb76906..10268aa8 100644 --- a/examples/textures/textures_sprite_explosion.c +++ b/examples/textures/textures_sprite_explosion.c @@ -32,8 +32,8 @@ int main(void) Texture2D explosion = LoadTexture("resources/explosion.png"); // Init variables for animation - float frameWidth = explosion.width/NUM_FRAMES_PER_LINE; // Sprite one frame rectangle width - float frameHeight = explosion.height/NUM_LINES; // Sprite one frame rectangle height + float frameWidth = (float)(explosion.width/NUM_FRAMES_PER_LINE); // Sprite one frame rectangle width + float frameHeight = (float)(explosion.height/NUM_LINES); // Sprite one frame rectangle height int currentFrame = 0; int currentLine = 0; diff --git a/src/extras/raygui.h b/src/extras/raygui.h index 5aada37e..3d7ef8d9 100644 --- a/src/extras/raygui.h +++ b/src/extras/raygui.h @@ -2322,7 +2322,7 @@ bool GuiTextBoxMulti(Rectangle bounds, char *text, int textSize, bool editMode) { int glyphWidth = 0; if (glyphInfo.advanceX != 0) glyphWidth += glyphInfo.advanceX; - else glyphWidth += (atlasRec.width + glyphInfo.offsetX); + else glyphWidth += (int)(atlasRec.width + glyphInfo.offsetX); // Jump line if the end of the text box area has been reached if ((cursorPos.x + (glyphWidth*scaleFactor)) > (textAreaBounds.x + textAreaBounds.width)) @@ -2355,7 +2355,7 @@ bool GuiTextBoxMulti(Rectangle bounds, char *text, int textSize, bool editMode) int glyphWidth = 0; if (glyphInfo.advanceX != 0) glyphWidth += glyphInfo.advanceX; - else glyphWidth += (atlasRec.width + glyphInfo.offsetX); + else glyphWidth += (int)(atlasRec.width + glyphInfo.offsetX); cursorPos.x += (glyphWidth*scaleFactor + (float)GuiGetStyle(DEFAULT, TEXT_SPACING)); //if (i > lastSpacePos) lastSpaceWidth += (atlasRec.width + (float)GuiGetStyle(DEFAULT, TEXT_SPACING));