Fix warnings in visual studio (#3512)

This commit is contained in:
Jeffery Myers 2023-11-06 11:31:07 -08:00 committed by GitHub
parent fc21a8e552
commit 6cd37e57a6
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GPG key ID: 4AEE18F83AFDEB23
11 changed files with 21 additions and 21 deletions

View file

@ -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++)

View file

@ -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));

View file

@ -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;
}

View file

@ -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();
//----------------------------------------------------------------------------------

View file

@ -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();
//----------------------------------------------------------------------------------

View file

@ -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

View file

@ -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);

View file

@ -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);

View file

@ -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
//--------------------------------------------------------------------------------------