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authorJeffery Myers <[email protected]>2021-03-22 23:51:52 -0700
committerGitHub <[email protected]>2021-03-23 07:51:52 +0100
commite48b9a6da1d3dd6163b1596e47c58e7026530dc1 (patch)
tree9d1bca87d19ae07f7605c112c53971531b109dc2 /examples
parentc6dd41495b2c0d96cf4d1ca108729ec87c9a0b53 (diff)
downloadraylib-e48b9a6da1d3dd6163b1596e47c58e7026530dc1.tar.gz
raylib-e48b9a6da1d3dd6163b1596e47c58e7026530dc1.zip
[Examples] Warning fixes (pt 1) (#1668)
* Fix some warnings in examples. * cleanups from review Co-authored-by: Jeffery Myers <[email protected]>
Diffstat (limited to 'examples')
-rw-r--r--examples/core/core_input_gamepad.c24
-rw-r--r--examples/core/core_input_gestures.c2
-rw-r--r--examples/core/core_input_multitouch.c4
-rw-r--r--examples/core/core_scissor_test.c2
-rw-r--r--examples/core/core_vr_simulator.c2
-rw-r--r--examples/core/core_window_flags.c6
-rw-r--r--examples/core/core_window_letterbox.c2
-rw-r--r--examples/core/core_world_screen.c2
-rw-r--r--examples/models/models_cubicmap.c2
-rw-r--r--examples/models/models_first_person_maze.c2
-rw-r--r--examples/models/models_material_pbr.c9
-rw-r--r--examples/models/models_mesh_picking.c4
-rw-r--r--examples/models/models_skybox.c4
-rw-r--r--examples/shaders/shaders_postprocessing.c2
-rw-r--r--examples/shaders/shaders_rlgl_mesh_instanced.c12
-rw-r--r--examples/shaders/shaders_simple_mask.c4
-rw-r--r--examples/shaders/shaders_texture_drawing.c2
-rw-r--r--examples/text/text_font_loading.c4
-rw-r--r--examples/text/text_font_sdf.c2
-rw-r--r--examples/text/text_font_spritefont.c14
-rw-r--r--examples/text/text_raylib_fonts.c4
-rw-r--r--examples/text/text_rectangle_bounds.c12
-rw-r--r--examples/text/text_unicode.c14
-rw-r--r--examples/textures/textures_bunnymark.c2
-rw-r--r--examples/textures/textures_draw_tiled.c14
-rw-r--r--examples/textures/textures_mouse_painting.c10
-rw-r--r--examples/textures/textures_sprite_button.c6
-rw-r--r--examples/textures/textures_sprite_explosion.c8
28 files changed, 88 insertions, 87 deletions
diff --git a/examples/core/core_input_gamepad.c b/examples/core/core_input_gamepad.c
index 9eb96efb..f00f781f 100644
--- a/examples/core/core_input_gamepad.c
+++ b/examples/core/core_input_gamepad.c
@@ -92,20 +92,20 @@ int main(void)
// Draw axis: left joystick
DrawCircle(259, 152, 39, BLACK);
DrawCircle(259, 152, 34, LIGHTGRAY);
- DrawCircle(259 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X)*20),
- 152 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
+ DrawCircle(259 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X)*20),
+ 152 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
// Draw axis: right joystick
DrawCircle(461, 237, 38, BLACK);
DrawCircle(461, 237, 33, LIGHTGRAY);
- DrawCircle(461 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
- 237 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
+ DrawCircle(461 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
+ 237 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
// Draw axis: left-right triggers
DrawRectangle(170, 30, 15, 70, GRAY);
DrawRectangle(604, 30, 15, 70, GRAY);
- DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
- DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
+ DrawRectangle(170, 30, 15, (((1 + (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER))/2)*70), RED);
+ DrawRectangle(604, 30, 15, (((1 + (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER))/2)*70), RED);
//DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
//DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
@@ -140,20 +140,20 @@ int main(void)
// Draw axis: left joystick
DrawCircle(319, 255, 35, BLACK);
DrawCircle(319, 255, 31, LIGHTGRAY);
- DrawCircle(319 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X)*20),
- 255 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
+ DrawCircle(319 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) * 20),
+ 255 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) * 20), 25, BLACK);
// Draw axis: right joystick
DrawCircle(475, 255, 35, BLACK);
DrawCircle(475, 255, 31, LIGHTGRAY);
- DrawCircle(475 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
- 255 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
+ DrawCircle(475 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
+ 255 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
// Draw axis: left-right triggers
DrawRectangle(169, 48, 15, 70, GRAY);
DrawRectangle(611, 48, 15, 70, GRAY);
- DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
- DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
+ DrawRectangle(169, 48, 15, (((1 - (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER)) / 2) * 70), RED);
+ DrawRectangle(611, 48, 15, (((1 - (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER)) / 2) * 70), RED);
}
else
{
diff --git a/examples/core/core_input_gestures.c b/examples/core/core_input_gestures.c
index affab3eb..50bbff7e 100644
--- a/examples/core/core_input_gestures.c
+++ b/examples/core/core_input_gestures.c
@@ -24,7 +24,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
Vector2 touchPosition = { 0, 0 };
- Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 };
+ Rectangle touchArea = { 220, 10, screenWidth - 230.0f, screenHeight - 20.0f };
int gesturesCount = 0;
char gestureStrings[MAX_GESTURE_STRINGS][32];
diff --git a/examples/core/core_input_multitouch.c b/examples/core/core_input_multitouch.c
index 584e029a..cd074c15 100644
--- a/examples/core/core_input_multitouch.c
+++ b/examples/core/core_input_multitouch.c
@@ -68,12 +68,12 @@ int main(void)
{
// Draw circle and touch index number
DrawCircleV(touchPosition, 34, ORANGE);
- DrawText(TextFormat("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK);
+ DrawText(TextFormat("%d", i), (int)touchPosition.x - 10, (int)touchPosition.y - 70, 40, BLACK);
}
}
// Draw the normal mouse location
- DrawCircleV(ballPosition, 30 + (touchCounter*3), ballColor);
+ DrawCircleV(ballPosition, 30 + (touchCounter*3.0f), ballColor);
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);
diff --git a/examples/core/core_scissor_test.c b/examples/core/core_scissor_test.c
index 55221330..56eb84f8 100644
--- a/examples/core/core_scissor_test.c
+++ b/examples/core/core_scissor_test.c
@@ -46,7 +46,7 @@ int main(void)
ClearBackground(RAYWHITE);
- if (scissorMode) BeginScissorMode(scissorArea.x, scissorArea.y, scissorArea.width, scissorArea.height);
+ if (scissorMode) BeginScissorMode((int)scissorArea.x, (int)scissorArea.y, (int)scissorArea.width, (int)scissorArea.height);
// Draw full screen rectangle and some text
// NOTE: Only part defined by scissor area will be rendered
diff --git a/examples/core/core_vr_simulator.c b/examples/core/core_vr_simulator.c
index 33e2ed6a..b311b8c0 100644
--- a/examples/core/core_vr_simulator.c
+++ b/examples/core/core_vr_simulator.c
@@ -116,7 +116,7 @@ int main(void)
EndVrDrawing();
BeginShaderMode(distortion);
- 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();
DrawFPS(10, 10);
diff --git a/examples/core/core_window_flags.c b/examples/core/core_window_flags.c
index 1ecd451c..4b20066f 100644
--- a/examples/core/core_window_flags.c
+++ b/examples/core/core_window_flags.c
@@ -39,9 +39,9 @@ int main(void)
//SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);
InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags");
- Vector2 ballPosition = { GetScreenWidth() / 2, GetScreenHeight() / 2 };
+ Vector2 ballPosition = { GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f };
Vector2 ballSpeed = { 5.0f, 4.0f };
- int ballRadius = 20;
+ float ballRadius = 20;
int framesCounter = 0;
@@ -139,7 +139,7 @@ int main(void)
else ClearBackground(RAYWHITE);
DrawCircleV(ballPosition, ballRadius, MAROON);
- DrawRectangleLinesEx((Rectangle) { 0, 0, GetScreenWidth(), GetScreenHeight() }, 4, RAYWHITE);
+ DrawRectangleLinesEx((Rectangle) { 0, 0, (float)GetScreenWidth(), (float)GetScreenHeight() }, 4, RAYWHITE);
DrawCircleV(GetMousePosition(), 10, DARKBLUE);
diff --git a/examples/core/core_window_letterbox.c b/examples/core/core_window_letterbox.c
index 1712b9ba..c37e7560 100644
--- a/examples/core/core_window_letterbox.c
+++ b/examples/core/core_window_letterbox.c
@@ -98,7 +98,7 @@ int main(void)
// Draw RenderTexture2D to window, properly scaled
DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
- (Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5,
+ (Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5f, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5f,
(float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
EndDrawing();
diff --git a/examples/core/core_world_screen.c b/examples/core/core_world_screen.c
index d951c922..fe13b1b4 100644
--- a/examples/core/core_world_screen.c
+++ b/examples/core/core_world_screen.c
@@ -62,7 +62,7 @@ int main(void)
EndMode3D();
- DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, cubeScreenPosition.y, 20, BLACK);
+ DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))/2, 25, 20, GRAY);
EndDrawing();
diff --git a/examples/models/models_cubicmap.c b/examples/models/models_cubicmap.c
index 08060787..0a566581 100644
--- a/examples/models/models_cubicmap.c
+++ b/examples/models/models_cubicmap.c
@@ -62,7 +62,7 @@ int main(void)
EndMode3D();
- DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
+ DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
DrawText("cubicmap image used to", 658, 90, 10, GRAY);
diff --git a/examples/models/models_first_person_maze.c b/examples/models/models_first_person_maze.c
index 94ebf943..08a9b5cf 100644
--- a/examples/models/models_first_person_maze.c
+++ b/examples/models/models_first_person_maze.c
@@ -95,7 +95,7 @@ int main(void)
DrawModel(model, mapPosition, 1.0f, WHITE); // Draw maze map
EndMode3D();
- DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
+ DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
// Draw player position radar
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c
index fb3f9569..36f03636 100644
--- a/examples/models/models_material_pbr.c
+++ b/examples/models/models_material_pbr.c
@@ -14,6 +14,7 @@
#include "raylib.h"
#include "raymath.h"
+#include "rlgl.h"
#include <stdio.h>
@@ -187,7 +188,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
#endif
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
- TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
+ TextureCubemap cubemap = rlGenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
UnloadTexture(panorama);
UnloadShader(shdrCubemap);
//--------------------------------------------------------------------------------------------------------
@@ -201,7 +202,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs");
#endif
SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
- mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
+ mat.maps[MATERIAL_MAP_IRRADIANCE].texture = rlGenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
UnloadShader(shdrIrradiance);
//--------------------------------------------------------------------------------------------------------
@@ -214,7 +215,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs");
#endif
SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
- mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
+ mat.maps[MATERIAL_MAP_PREFILTER].texture = rlGenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
UnloadTexture(cubemap);
UnloadShader(shdrPrefilter);
//--------------------------------------------------------------------------------------------------------
@@ -226,7 +227,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
#else
Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
#endif
- mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
+ mat.maps[MATERIAL_MAP_BRDG].texture = rlGenTextureBRDF(shdrBRDF, BRDF_SIZE);
UnloadShader(shdrBRDF);
//--------------------------------------------------------------------------------------------------------
diff --git a/examples/models/models_mesh_picking.c b/examples/models/models_mesh_picking.c
index 8ade0b06..78c7c45c 100644
--- a/examples/models/models_mesh_picking.c
+++ b/examples/models/models_mesh_picking.c
@@ -142,8 +142,8 @@ int main(void)
// If we hit something, draw the cursor at the hit point
if (nearestHit.hit)
{
- DrawCube(nearestHit.position, 0.3, 0.3, 0.3, cursorColor);
- DrawCubeWires(nearestHit.position, 0.3, 0.3, 0.3, RED);
+ DrawCube(nearestHit.position, 0.3f, 0.3f, 0.3f, cursorColor);
+ DrawCubeWires(nearestHit.position, 0.3f, 0.3f, 0.3f, RED);
Vector3 normalEnd;
normalEnd.x = nearestHit.position.x + nearestHit.normal.x;
diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c
index d44b11b6..e03aaab0 100644
--- a/examples/models/models_skybox.c
+++ b/examples/models/models_skybox.c
@@ -62,7 +62,7 @@ int main(void)
// NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
// NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment,
// despite texture can be successfully created.. so using PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 instead of PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
- skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
+ skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = rlGenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
}
@@ -102,7 +102,7 @@ int main(void)
Texture2D panorama = LoadTexture(droppedFiles[0]);
// Generate cubemap from panorama texture
- skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
+ skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = rlGenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
UnloadTexture(panorama);
}
else
diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c
index 044e4fb3..ef815391 100644
--- a/examples/shaders/shaders_postprocessing.c
+++ b/examples/shaders/shaders_postprocessing.c
@@ -146,7 +146,7 @@ int main(void)
BeginShaderMode(shaders[currentShader]);
// 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();
diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.c b/examples/shaders/shaders_rlgl_mesh_instanced.c
index 7b72ba96..4ad647c0 100644
--- a/examples/shaders/shaders_rlgl_mesh_instanced.c
+++ b/examples/shaders/shaders_rlgl_mesh_instanced.c
@@ -56,14 +56,14 @@ int main(void)
// Scatter random cubes around
for (int i = 0; i < count; i++)
{
- float x = GetRandomValue(-50, 50);
- float y = GetRandomValue(-50, 50);
- float z = GetRandomValue(-50, 50);
+ float x = (float)GetRandomValue(-50, 50);
+ float y = (float)GetRandomValue(-50, 50);
+ float 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;
diff --git a/examples/shaders/shaders_simple_mask.c b/examples/shaders/shaders_simple_mask.c
index 055afad7..b46b65c7 100644
--- a/examples/shaders/shaders_simple_mask.c
+++ b/examples/shaders/shaders_simple_mask.c
@@ -45,10 +45,10 @@ int main(void)
camera.projection = CAMERA_PERSPECTIVE;
// Define our three models to show the shader on
- Mesh torus = GenMeshTorus(.3, 1, 16, 32);
+ Mesh torus = GenMeshTorus(0.3f, 1, 16, 32);
Model model1 = LoadModelFromMesh(torus);
- Mesh cube = GenMeshCube(.8,.8,.8);
+ Mesh cube = GenMeshCube(0.8f,0.8f,0.8f);
Model model2 = LoadModelFromMesh(cube);
// Generate model to be shaded just to see the gaps in the other two
diff --git a/examples/shaders/shaders_texture_drawing.c b/examples/shaders/shaders_texture_drawing.c
index 9a88e41a..a8cd5abf 100644
--- a/examples/shaders/shaders_texture_drawing.c
+++ b/examples/shaders/shaders_texture_drawing.c
@@ -49,7 +49,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
- time = GetTime();
+ time = (float)GetTime();
SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
diff --git a/examples/text/text_font_loading.c b/examples/text/text_font_loading.c
index 7eaaed8f..e0515167 100644
--- a/examples/text/text_font_loading.c
+++ b/examples/text/text_font_loading.c
@@ -66,12 +66,12 @@ int main(void)
if (!useTtf)
{
- DrawTextEx(fontBm, msg, (Vector2){ 20.0f, 100.0f }, fontBm.baseSize, 2, MAROON);
+ DrawTextEx(fontBm, msg, (Vector2){ 20.0f, 100.0f }, (float)fontBm.baseSize, 2, MAROON);
DrawText("Using BMFont (Angelcode) imported", 20, GetScreenHeight() - 30, 20, GRAY);
}
else
{
- DrawTextEx(fontTtf, msg, (Vector2){ 20.0f, 100.0f }, fontTtf.baseSize, 2, LIME);
+ DrawTextEx(fontTtf, msg, (Vector2){ 20.0f, 100.0f }, (float)fontTtf.baseSize, 2, LIME);
DrawText("Using TTF font generated", 20, GetScreenHeight() - 30, 20, GRAY);
}
diff --git a/examples/text/text_font_sdf.c b/examples/text/text_font_sdf.c
index b83b3d67..36c0ae56 100644
--- a/examples/text/text_font_sdf.c
+++ b/examples/text/text_font_sdf.c
@@ -66,7 +66,7 @@ int main(void)
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
SetTextureFilter(fontSDF.texture, FILTER_BILINEAR); // Required for SDF font
- Vector2 fontPosition = { 40, screenHeight/2 - 50 };
+ Vector2 fontPosition = { 40, screenHeight/2.0f - 50 };
Vector2 textSize = { 0.0f, 0.0f };
float fontSize = 16.0f;
int currentFont = 0; // 0 - fontDefault, 1 - fontSDF
diff --git a/examples/text/text_font_spritefont.c b/examples/text/text_font_spritefont.c
index 4a62c718..0f4a08b2 100644
--- a/examples/text/text_font_spritefont.c
+++ b/examples/text/text_font_spritefont.c
@@ -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, font1.baseSize, -3).x/2,
+ Vector2 fontPosition1 = { screenWidth/2 - MeasureTextEx(font1, msg1, (float)font1.baseSize, -3).x/2,
screenHeight/2 - font1.baseSize/2 - 80 };
- Vector2 fontPosition2 = { screenWidth/2 - MeasureTextEx(font2, msg2, font2.baseSize, -2).x/2,
+ Vector2 fontPosition2 = { screenWidth/2 - MeasureTextEx(font2, msg2, (float)font2.baseSize, -2).x/2,
screenHeight/2 - font2.baseSize/2 - 10 };
- Vector2 fontPosition3 = { screenWidth/2 - MeasureTextEx(font3, msg3, font3.baseSize, 2).x/2,
- screenHeight/2 - font3.baseSize/2 + 50 };
+ Vector2 fontPosition3 = { screenWidth/2.0f - MeasureTextEx(font3, msg3, (float)font3.baseSize, 2).x/2,
+ screenHeight/2.0f - font3.baseSize/2 + 50 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -64,9 +64,9 @@ int main(void)
ClearBackground(RAYWHITE);
- DrawTextEx(font1, msg1, fontPosition1, font1.baseSize, -3, WHITE);
- DrawTextEx(font2, msg2, fontPosition2, font2.baseSize, -2, WHITE);
- DrawTextEx(font3, msg3, fontPosition3, font3.baseSize, 2, WHITE);
+ DrawTextEx(font1, msg1, fontPosition1, (float)font1.baseSize, -3, WHITE);
+ DrawTextEx(font2, msg2, fontPosition2, (float)font2.baseSize, -2, WHITE);
+ DrawTextEx(font3, msg3, fontPosition3, (float)font3.baseSize, 2, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
diff --git a/examples/text/text_raylib_fonts.c b/examples/text/text_raylib_fonts.c
index d7e41a78..2718d67d 100644
--- a/examples/text/text_raylib_fonts.c
+++ b/examples/text/text_raylib_fonts.c
@@ -52,7 +52,7 @@ int main(void)
for (int i = 0; i < MAX_FONTS; i++)
{
- positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2, spacings[i]).x/2;
+ positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2.0f, spacings[i]).x/2.0f);
positions[i].y = 60 + fonts[i].baseSize + 45*i;
}
@@ -85,7 +85,7 @@ int main(void)
for (int i = 0; i < MAX_FONTS; i++)
{
- DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].baseSize*2, spacings[i], colors[i]);
+ DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].baseSize*2.0f, (float)spacings[i], colors[i]);
}
EndDrawing();
diff --git a/examples/text/text_rectangle_bounds.c b/examples/text/text_rectangle_bounds.c
index 870561e1..21dfcd91 100644
--- a/examples/text/text_rectangle_bounds.c
+++ b/examples/text/text_rectangle_bounds.c
@@ -33,10 +33,10 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
Rectangle resizer = { container.x + container.width - 17, container.y + container.height - 17, 14, 14 };
// Minimum width and heigh for the container rectangle
- const int minWidth = 60;
- const int minHeight = 60;
- const int maxWidth = screenWidth - 50;
- const int maxHeight = screenHeight - 160;
+ const float minWidth = 60;
+ const float minHeight = 60;
+ const float maxWidth = screenWidth - 50;
+ const float maxHeight = screenHeight - 160;
Vector2 lastMouse = { 0.0f, 0.0f }; // Stores last mouse coordinates
Color borderColor = MAROON; // Container border color
@@ -63,10 +63,10 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
{
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) resizing = false;
- int width = container.width + (mouse.x - lastMouse.x);
+ float width = container.width + (mouse.x - lastMouse.x);
container.width = (width > minWidth)? ((width < maxWidth)? width : maxWidth) : minWidth;
- int height = container.height + (mouse.y - lastMouse.y);
+ float height = container.height + (mouse.y - lastMouse.y);
container.height = (height > minHeight)? ((height < maxHeight)? height : maxHeight) : minHeight;
}
else
diff --git a/examples/text/text_unicode.c b/examples/text/text_unicode.c
index 161d4677..f481cb2d 100644
--- a/examples/text/text_unicode.c
+++ b/examples/text/text_unicode.c
@@ -203,15 +203,15 @@ int main(int argc, char **argv)
for (int i = 0; i < SIZEOF(emoji); ++i)
{
const char *txt = &emojiCodepoints[emoji[i].index];
- Rectangle emojiRect = { pos.x, pos.y, fontEmoji.baseSize, fontEmoji.baseSize };
+ Rectangle emojiRect = { pos.x, pos.y, (float)fontEmoji.baseSize, (float)fontEmoji.baseSize };
if (!CheckCollisionPointRec(mouse, emojiRect))
{
- DrawTextEx(fontEmoji, txt, pos, fontEmoji.baseSize, 1.0, selected == i ? emoji[i].color : Fade(LIGHTGRAY, 0.4f));
+ DrawTextEx(fontEmoji, txt, pos, (float)fontEmoji.baseSize, 1.0f, selected == i ? emoji[i].color : Fade(LIGHTGRAY, 0.4f));
}
else
{
- DrawTextEx(fontEmoji, txt, pos, fontEmoji.baseSize, 1.0, emoji[i].color );
+ DrawTextEx(fontEmoji, txt, pos, (float)fontEmoji.baseSize, 1.0f, emoji[i].color );
hovered = i;
hoveredPos = pos;
}
@@ -235,7 +235,7 @@ int main(int argc, char **argv)
TextIsEqual(messages[message].language, "Japanese")) font = &fontAsian;
// Calculate size for the message box (approximate the height and width)
- Vector2 sz = MeasureTextEx(*font, messages[message].text, font->baseSize, 1.0f);
+ Vector2 sz = MeasureTextEx(*font, messages[message].text, (float)font->baseSize, 1.0f);
if (sz.x > 300) { sz.y *= sz.x/300; sz.x = 300; }
else if (sz.x < 160) sz.x = 160;
@@ -267,15 +267,15 @@ int main(int argc, char **argv)
// Draw the main text message
Rectangle textRect = { msgRect.x + horizontalPadding/2, msgRect.y + verticalPadding/2, msgRect.width - horizontalPadding, msgRect.height };
- DrawTextRec(*font, messages[message].text, textRect, font->baseSize, 1.0f, true, WHITE);
+ DrawTextRec(*font, messages[message].text, textRect, (float)font->baseSize, 1.0f, true, WHITE);
// Draw the info text below the main message
- int size = strlen(messages[message].text);
+ int size = (int)strlen(messages[message].text);
int len = GetCodepointsCount(messages[message].text);
const char *info = TextFormat("%s %u characters %i bytes", messages[message].language, len, size);
sz = MeasureTextEx(GetFontDefault(), info, 10, 1.0f);
Vector2 pos = { textRect.x + textRect.width - sz.x, msgRect.y + msgRect.height - sz.y - 2 };
- DrawText(info, pos.x, pos.y, 10, RAYWHITE);
+ DrawText(info, (int)pos.x, (int)pos.y, 10, RAYWHITE);
}
//------------------------------------------------------------------------------
diff --git a/examples/textures/textures_bunnymark.c b/examples/textures/textures_bunnymark.c
index 8182102c..b92b3d41 100644
--- a/examples/textures/textures_bunnymark.c
+++ b/examples/textures/textures_bunnymark.c
@@ -94,7 +94,7 @@ int main(void)
// Process of sending data is costly and it could happen that GPU data has not been completely
// processed for drawing while new data is tried to be sent (updating current in-use buffers)
// it could generates a stall and consequently a frame drop, limiting the number of drawn bunnies
- DrawTexture(texBunny, bunnies[i].position.x, bunnies[i].position.y, bunnies[i].color);
+ DrawTexture(texBunny, (int)bunnies[i].position.x, (int)bunnies[i].position.y, bunnies[i].color);
}
DrawRectangle(0, 0, screenWidth, 40, BLACK);
diff --git a/examples/textures/textures_draw_tiled.c b/examples/textures/textures_draw_tiled.c
index 7d8a3c41..97bffc80 100644
--- a/examples/textures/textures_draw_tiled.c
+++ b/examples/textures/textures_draw_tiled.c
@@ -47,10 +47,10 @@ int main(int argc, char **argv)
// Calculate rectangle for each color
for (int i = 0, x = 0, y = 0; i < MAX_COLORS; i++)
{
- colorRec[i].x = 2 + MARGIN_SIZE + x;
- colorRec[i].y = 22 + 256 + MARGIN_SIZE + y;
- colorRec[i].width = COLOR_SIZE*2;
- colorRec[i].height = COLOR_SIZE;
+ colorRec[i].x = 2.0f + MARGIN_SIZE + x;
+ colorRec[i].y = 22.0f + 256.0f + MARGIN_SIZE + y;
+ colorRec[i].width = COLOR_SIZE*2.0f;
+ colorRec[i].height = (float)COLOR_SIZE;
if (i == (MAX_COLORS/2 - 1))
{
@@ -122,7 +122,7 @@ int main(int argc, char **argv)
ClearBackground(RAYWHITE);
// Draw the tiled area
- DrawTextureTiled(texPattern, recPattern[activePattern], (Rectangle){OPT_WIDTH+MARGIN_SIZE, MARGIN_SIZE, screenWidth - OPT_WIDTH - 2*MARGIN_SIZE, screenHeight - 2*MARGIN_SIZE},
+ DrawTextureTiled(texPattern, recPattern[activePattern], (Rectangle){(float)OPT_WIDTH+MARGIN_SIZE, (float)MARGIN_SIZE, screenWidth - OPT_WIDTH - 2.0f*MARGIN_SIZE, screenHeight - 2.0f*MARGIN_SIZE},
(Vector2){0.0f, 0.0f}, rotation, scale, colors[activeCol]);
// Draw options
@@ -130,13 +130,13 @@ int main(int argc, char **argv)
DrawText("Select Pattern", 2 + MARGIN_SIZE, 30 + MARGIN_SIZE, 10, BLACK);
DrawTexture(texPattern, 2 + MARGIN_SIZE, 40 + MARGIN_SIZE, BLACK);
- DrawRectangle(2 + MARGIN_SIZE + recPattern[activePattern].x, 40 + MARGIN_SIZE + recPattern[activePattern].y, recPattern[activePattern].width, recPattern[activePattern].height, ColorAlpha(DARKBLUE, 0.3f));
+ DrawRectangle(2 + MARGIN_SIZE + (int)recPattern[activePattern].x, 40 + MARGIN_SIZE + (int)recPattern[activePattern].y, (int)recPattern[activePattern].width, (int)recPattern[activePattern].height, ColorAlpha(DARKBLUE, 0.3f));
DrawText("Select Color", 2+MARGIN_SIZE, 10+256+MARGIN_SIZE, 10, BLACK);
for (int i = 0; i < MAX_COLORS; i++)
{
DrawRectangleRec(colorRec[i], colors[i]);
- if (activeCol == i) DrawRectangleLinesEx(colorRec[i], 3.0f, ColorAlpha(WHITE, 0.5f));
+ if (activeCol == i) DrawRectangleLinesEx(colorRec[i], 3, ColorAlpha(WHITE, 0.5f));
}
DrawText("Scale (UP/DOWN to change)", 2 + MARGIN_SIZE, 80 + 256 + MARGIN_SIZE, 10, BLACK);
diff --git a/examples/textures/textures_mouse_painting.c b/examples/textures/textures_mouse_painting.c
index e9b876b4..30fd390f 100644
--- a/examples/textures/textures_mouse_painting.c
+++ b/examples/textures/textures_mouse_painting.c
@@ -35,7 +35,7 @@ int main(void)
for (int i = 0; i < MAX_COLORS_COUNT; i++)
{
- colorsRecs[i].x = 10 + 30*i + 2*i;
+ colorsRecs[i].x = 10 + 30.0f*i + 2*i;
colorsRecs[i].y = 10;
colorsRecs[i].width = 30;
colorsRecs[i].height = 30;
@@ -44,7 +44,7 @@ int main(void)
int colorSelected = 0;
int colorSelectedPrev = colorSelected;
int colorMouseHover = 0;
- int brushSize = 20;
+ float brushSize = 20.0f;
bool mouseWasPressed = false;
Rectangle btnSaveRec = { 750, 10, 40, 30 };
@@ -113,7 +113,7 @@ int main(void)
// NOTE: To avoid discontinuous circles, we could store
// previous-next mouse points and just draw a line using brush size
BeginTextureMode(target);
- if (mousePos.y > 50) DrawCircle(mousePos.x, mousePos.y, brushSize, colors[colorSelected]);
+ if (mousePos.y > 50) DrawCircle((int)mousePos.x, (int)mousePos.y, brushSize, colors[colorSelected]);
EndTextureMode();
}
@@ -129,7 +129,7 @@ int main(void)
// Erase circle from render texture
BeginTextureMode(target);
- if (mousePos.y > 50) DrawCircle(mousePos.x, mousePos.y, brushSize, colors[0]);
+ if (mousePos.y > 50) DrawCircle((int)mousePos.x, (int)mousePos.y, brushSize, colors[0]);
EndTextureMode();
}
else if (IsMouseButtonReleased(MOUSE_RIGHT_BUTTON) && mouseWasPressed)
@@ -172,7 +172,7 @@ int main(void)
ClearBackground(RAYWHITE);
// 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);
// Draw drawing circle for reference
if (mousePos.y > 50)
diff --git a/examples/textures/textures_sprite_button.c b/examples/textures/textures_sprite_button.c
index a5b2d8d1..6ca4ea90 100644
--- a/examples/textures/textures_sprite_button.c
+++ b/examples/textures/textures_sprite_button.c
@@ -28,11 +28,11 @@ int main(void)
Texture2D button = LoadTexture("resources/button.png"); // Load button texture
// Define frame rectangle for drawing
- int frameHeight = button.height/NUM_FRAMES;
- Rectangle sourceRec = { 0, 0, button.width, frameHeight };
+ float frameHeight = (float)button.height/NUM_FRAMES;
+ Rectangle sourceRec = { 0, 0, (float)button.width, frameHeight };
// Define button bounds on screen
- Rectangle btnBounds = { screenWidth/2 - button.width/2, screenHeight/2 - button.height/NUM_FRAMES/2, button.width, frameHeight };
+ Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
int btnState = 0; // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED
bool btnAction = false; // Button action should be activated
diff --git a/examples/textures/textures_sprite_explosion.c b/examples/textures/textures_sprite_explosion.c
index 53f2626e..52ac2606 100644
--- a/examples/textures/textures_sprite_explosion.c
+++ b/examples/textures/textures_sprite_explosion.c
@@ -58,8 +58,8 @@ int main(void)
position = GetMousePosition();
active = true;
- position.x -= frameWidth/2;
- position.y -= frameHeight/2;
+ position.x -= frameWidth/2.0f;
+ position.y -= frameHeight/2.0f;
PlaySound(fxBoom);
}
@@ -89,8 +89,8 @@ int main(void)
}
}
- frameRec.x = frameWidth*currentFrame;
- frameRec.y = frameHeight*currentLine;
+ frameRec.x = (float)frameWidth*currentFrame;
+ frameRec.y = (float)frameHeight*currentLine;
//----------------------------------------------------------------------------------
// Draw