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authorJeffery Myers <[email protected]>2023-11-06 11:31:07 -0800
committerGitHub <[email protected]>2023-11-06 20:31:07 +0100
commit6cd37e57a6b38bb06cc54ecf6aa7659d4895723b (patch)
treed3dee9e7f62fc74ee06caa51b99b684292bb3f24 /examples
parentfc21a8e552c452804838bfbbbaadaf044a74b81e (diff)
downloadraylib-6cd37e57a6b38bb06cc54ecf6aa7659d4895723b.tar.gz
raylib-6cd37e57a6b38bb06cc54ecf6aa7659d4895723b.zip
Fix warnings in visual studio (#3512)
Diffstat (limited to 'examples')
-rw-r--r--examples/core/core_2d_camera_split_screen.c8
-rw-r--r--examples/core/core_drop_files.c4
-rw-r--r--examples/models/models_loading_m3d.c2
-rw-r--r--examples/shaders/shaders_hybrid_render.c8
-rw-r--r--examples/shaders/shaders_write_depth.c2
-rw-r--r--examples/shapes/raygui.h2
-rw-r--r--examples/shapes/shapes_bouncing_ball.c4
-rw-r--r--examples/shapes/shapes_draw_circle_sector.c2
-rw-r--r--examples/shapes/shapes_lines_bezier.c2
9 files changed, 17 insertions, 17 deletions
diff --git a/examples/core/core_2d_camera_split_screen.c b/examples/core/core_2d_camera_split_screen.c
index 57a0dfd3..60b5a2e5 100644
--- a/examples/core/core_2d_camera_split_screen.c
+++ b/examples/core/core_2d_camera_split_screen.c
@@ -85,12 +85,12 @@ int main(void)
// Draw full scene with first camera
for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
{
- DrawLineV((Vector2){PLAYER_SIZE*i, 0}, (Vector2){PLAYER_SIZE*i, screenHeight}, LIGHTGRAY);
+ DrawLineV((Vector2){(float)PLAYER_SIZE*i, 0}, (Vector2){ (float)PLAYER_SIZE*i, (float)screenHeight}, LIGHTGRAY);
}
for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++)
{
- DrawLineV((Vector2){0, PLAYER_SIZE*i}, (Vector2){screenWidth, PLAYER_SIZE*i}, LIGHTGRAY);
+ DrawLineV((Vector2){0, (float)PLAYER_SIZE*i}, (Vector2){ (float)screenWidth, (float)PLAYER_SIZE*i}, LIGHTGRAY);
}
for (int i = 0; i < screenWidth/PLAYER_SIZE; i++)
@@ -118,12 +118,12 @@ int main(void)
// Draw full scene with second camera
for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
{
- DrawLineV((Vector2){PLAYER_SIZE*i, 0}, (Vector2){PLAYER_SIZE*i, screenHeight}, LIGHTGRAY);
+ DrawLineV((Vector2){ (float)PLAYER_SIZE*i, 0}, (Vector2){ (float)PLAYER_SIZE*i, (float)screenHeight}, LIGHTGRAY);
}
for (int i = 0; i < screenHeight/PLAYER_SIZE + 1; i++)
{
- DrawLineV((Vector2){0, PLAYER_SIZE*i}, (Vector2){screenWidth, PLAYER_SIZE*i}, LIGHTGRAY);
+ DrawLineV((Vector2){0, (float)PLAYER_SIZE*i}, (Vector2){ (float)screenWidth, (float)PLAYER_SIZE*i}, LIGHTGRAY);
}
for (int i = 0; i < screenWidth/PLAYER_SIZE; i++)
diff --git a/examples/core/core_drop_files.c b/examples/core/core_drop_files.c
index 9f622039..d4ddd9ed 100644
--- a/examples/core/core_drop_files.c
+++ b/examples/core/core_drop_files.c
@@ -53,7 +53,7 @@ int main(void)
{
FilePathList droppedFiles = LoadDroppedFiles();
- for (int i = 0, offset = filePathCounter; i < droppedFiles.count; i++)
+ for (int i = 0, offset = filePathCounter; i < (int)droppedFiles.count; i++)
{
if (filePathCounter < (MAX_FILEPATH_RECORDED - 1))
{
@@ -77,7 +77,7 @@ int main(void)
{
DrawText("Dropped files:", 100, 40, 20, DARKGRAY);
- for (unsigned int i = 0; i < filePathCounter; i++)
+ for (int i = 0; i < filePathCounter; i++)
{
if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f));
else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f));
diff --git a/examples/models/models_loading_m3d.c b/examples/models/models_loading_m3d.c
index 1e56d51c..dd164957 100644
--- a/examples/models/models_loading_m3d.c
+++ b/examples/models/models_loading_m3d.c
@@ -85,7 +85,7 @@ int main(void)
animFrameCounter = 0;
animId++;
- if (animId >= animsCount) animId = 0;
+ if (animId >= (int)animsCount) animId = 0;
UpdateModelAnimation(model, anims[animId], 0);
animPlaying = true;
}
diff --git a/examples/shaders/shaders_hybrid_render.c b/examples/shaders/shaders_hybrid_render.c
index 53e14b88..00121fb7 100644
--- a/examples/shaders/shaders_hybrid_render.c
+++ b/examples/shaders/shaders_hybrid_render.c
@@ -68,7 +68,7 @@ int main(void)
marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
// Transfer screenCenter position to shader. Which is used to calculate ray direction.
- Vector2 screenCenter = {.x = screenWidth/2.0, .y = screenHeight/2.0};
+ Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
// Use Customized function to create writable depth texture buffer
@@ -84,7 +84,7 @@ int main(void)
};
// Camera FOV is pre-calculated in the camera Distance.
- double camDist = 1.0/(tan(camera.fovy*0.5*DEG2RAD));
+ float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -113,7 +113,7 @@ int main(void)
// Raymarch Scene
rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
BeginShaderMode(shdrRaymarch);
- DrawRectangleRec((Rectangle){0,0,screenWidth,screenHeight},WHITE);
+ DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
EndShaderMode();
// Raserize Scene
@@ -132,7 +132,7 @@ int main(void)
BeginDrawing();
ClearBackground(RAYWHITE);
- DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE);
+ DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
diff --git a/examples/shaders/shaders_write_depth.c b/examples/shaders/shaders_write_depth.c
index d9e40d0d..ef011693 100644
--- a/examples/shaders/shaders_write_depth.c
+++ b/examples/shaders/shaders_write_depth.c
@@ -92,7 +92,7 @@ int main(void)
BeginDrawing();
ClearBackground(RAYWHITE);
- DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE);
+ DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
diff --git a/examples/shapes/raygui.h b/examples/shapes/raygui.h
index 4ae0a26d..91277102 100644
--- a/examples/shapes/raygui.h
+++ b/examples/shapes/raygui.h
@@ -2653,7 +2653,7 @@ int GuiTextBox(Rectangle bounds, char *text, int bufferSize, bool editMode)
if (GetMousePosition().x >= (textBounds.x + textEndWidth - glyphWidth/2))
{
mouseCursor.x = textBounds.x + textEndWidth;
- mouseCursorIndex = strlen(text);
+ mouseCursorIndex = (int)strlen(text);
}
// Place cursor at required index on mouse click
diff --git a/examples/shapes/shapes_bouncing_ball.c b/examples/shapes/shapes_bouncing_ball.c
index 203d88a5..16273b65 100644
--- a/examples/shapes/shapes_bouncing_ball.c
+++ b/examples/shapes/shapes_bouncing_ball.c
@@ -67,8 +67,8 @@ int main(void)
// On pause, we draw a blinking message
if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY);
- DrawCircle(400.5, 300.5, 50, BLACK);
- DrawCircle(528.0, 172.0, 26, BLACK);
+ DrawCircle(400.5f, 300.5f, 50.0f, BLACK);
+ DrawCircle(528.0f, 172.0f, 26.0f, BLACK);
DrawFPS(10, 10);
diff --git a/examples/shapes/shapes_draw_circle_sector.c b/examples/shapes/shapes_draw_circle_sector.c
index 1c283e15..90e8e6a5 100644
--- a/examples/shapes/shapes_draw_circle_sector.c
+++ b/examples/shapes/shapes_draw_circle_sector.c
@@ -70,7 +70,7 @@ int main(void)
GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", NULL, &segments, 0, 100);
//------------------------------------------------------------------------------
- minSegments = (int)ceilf((endAngle - startAngle) / 90);
+ minSegments = truncf(ceilf((endAngle - startAngle) / 90));
DrawText(TextFormat("MODE: %s", (segments >= minSegments)? "MANUAL" : "AUTO"), 600, 200, 10, (segments >= minSegments)? MAROON : DARKGRAY);
DrawFPS(10, 10);
diff --git a/examples/shapes/shapes_lines_bezier.c b/examples/shapes/shapes_lines_bezier.c
index f0157685..7d7bdb0c 100644
--- a/examples/shapes/shapes_lines_bezier.c
+++ b/examples/shapes/shapes_lines_bezier.c
@@ -30,7 +30,7 @@ int main(void)
Vector2 end = { (float)screenWidth, (float)screenHeight };
Vector2 startControl = { 100, 0 };
- Vector2 endControl = { GetScreenWidth() - 100, GetScreenHeight() };
+ Vector2 endControl = { (float)GetScreenWidth() - 100, (float)GetScreenHeight() };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------