[Examples] Warning fixes (pt 1) (#1668)
* Fix some warnings in examples. * cleanups from review Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
This commit is contained in:
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commit
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30 changed files with 104 additions and 103 deletions
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@ -92,20 +92,20 @@ int main(void)
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// Draw axis: left joystick
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DrawCircle(259, 152, 39, BLACK);
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DrawCircle(259, 152, 34, LIGHTGRAY);
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DrawCircle(259 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X)*20),
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152 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
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DrawCircle(259 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X)*20),
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152 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
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// Draw axis: right joystick
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DrawCircle(461, 237, 38, BLACK);
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DrawCircle(461, 237, 33, LIGHTGRAY);
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DrawCircle(461 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
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237 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
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DrawCircle(461 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
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237 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
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// Draw axis: left-right triggers
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DrawRectangle(170, 30, 15, 70, GRAY);
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DrawRectangle(604, 30, 15, 70, GRAY);
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DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
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DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
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DrawRectangle(170, 30, 15, (((1 + (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER))/2)*70), RED);
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DrawRectangle(604, 30, 15, (((1 + (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER))/2)*70), RED);
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//DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
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//DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
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@ -140,20 +140,20 @@ int main(void)
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// Draw axis: left joystick
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DrawCircle(319, 255, 35, BLACK);
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DrawCircle(319, 255, 31, LIGHTGRAY);
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DrawCircle(319 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X)*20),
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255 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
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DrawCircle(319 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) * 20),
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255 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) * 20), 25, BLACK);
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// Draw axis: right joystick
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DrawCircle(475, 255, 35, BLACK);
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DrawCircle(475, 255, 31, LIGHTGRAY);
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DrawCircle(475 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
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255 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
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DrawCircle(475 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
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255 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
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// Draw axis: left-right triggers
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DrawRectangle(169, 48, 15, 70, GRAY);
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DrawRectangle(611, 48, 15, 70, GRAY);
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DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
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DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
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DrawRectangle(169, 48, 15, (((1 - (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER)) / 2) * 70), RED);
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DrawRectangle(611, 48, 15, (((1 - (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER)) / 2) * 70), RED);
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}
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else
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{
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@ -24,7 +24,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
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Vector2 touchPosition = { 0, 0 };
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Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 };
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Rectangle touchArea = { 220, 10, screenWidth - 230.0f, screenHeight - 20.0f };
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int gesturesCount = 0;
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char gestureStrings[MAX_GESTURE_STRINGS][32];
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@ -68,12 +68,12 @@ int main(void)
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{
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// Draw circle and touch index number
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DrawCircleV(touchPosition, 34, ORANGE);
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DrawText(TextFormat("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK);
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DrawText(TextFormat("%d", i), (int)touchPosition.x - 10, (int)touchPosition.y - 70, 40, BLACK);
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}
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}
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// Draw the normal mouse location
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DrawCircleV(ballPosition, 30 + (touchCounter*3), ballColor);
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DrawCircleV(ballPosition, 30 + (touchCounter*3.0f), ballColor);
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DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
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DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);
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@ -46,7 +46,7 @@ int main(void)
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ClearBackground(RAYWHITE);
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if (scissorMode) BeginScissorMode(scissorArea.x, scissorArea.y, scissorArea.width, scissorArea.height);
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if (scissorMode) BeginScissorMode((int)scissorArea.x, (int)scissorArea.y, (int)scissorArea.width, (int)scissorArea.height);
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// Draw full screen rectangle and some text
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// NOTE: Only part defined by scissor area will be rendered
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@ -116,7 +116,7 @@ int main(void)
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EndVrDrawing();
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BeginShaderMode(distortion);
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
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EndShaderMode();
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DrawFPS(10, 10);
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@ -39,9 +39,9 @@ int main(void)
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//SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);
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InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags");
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Vector2 ballPosition = { GetScreenWidth() / 2, GetScreenHeight() / 2 };
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Vector2 ballPosition = { GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f };
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Vector2 ballSpeed = { 5.0f, 4.0f };
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int ballRadius = 20;
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float ballRadius = 20;
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int framesCounter = 0;
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@ -139,7 +139,7 @@ int main(void)
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else ClearBackground(RAYWHITE);
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DrawCircleV(ballPosition, ballRadius, MAROON);
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DrawRectangleLinesEx((Rectangle) { 0, 0, GetScreenWidth(), GetScreenHeight() }, 4, RAYWHITE);
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DrawRectangleLinesEx((Rectangle) { 0, 0, (float)GetScreenWidth(), (float)GetScreenHeight() }, 4, RAYWHITE);
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DrawCircleV(GetMousePosition(), 10, DARKBLUE);
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@ -98,7 +98,7 @@ int main(void)
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// Draw RenderTexture2D to window, properly scaled
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DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
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(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5,
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(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5f, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5f,
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(float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
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EndDrawing();
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@ -62,7 +62,7 @@ int main(void)
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EndMode3D();
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DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, cubeScreenPosition.y, 20, BLACK);
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DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
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DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))/2, 25, 20, GRAY);
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EndDrawing();
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@ -62,7 +62,7 @@ int main(void)
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EndMode3D();
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DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
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DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
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DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
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DrawText("cubicmap image used to", 658, 90, 10, GRAY);
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@ -95,7 +95,7 @@ int main(void)
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DrawModel(model, mapPosition, 1.0f, WHITE); // Draw maze map
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EndMode3D();
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DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
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DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
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DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
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// Draw player position radar
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@ -14,6 +14,7 @@
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#include "raylib.h"
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#include "raymath.h"
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#include "rlgl.h"
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#include <stdio.h>
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@ -187,7 +188,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
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#endif
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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
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TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
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TextureCubemap cubemap = rlGenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
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UnloadTexture(panorama);
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UnloadShader(shdrCubemap);
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//--------------------------------------------------------------------------------------------------------
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@ -201,7 +202,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs");
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#endif
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SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
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mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
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mat.maps[MATERIAL_MAP_IRRADIANCE].texture = rlGenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
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UnloadShader(shdrIrradiance);
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//--------------------------------------------------------------------------------------------------------
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@ -214,7 +215,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs");
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#endif
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SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
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mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
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mat.maps[MATERIAL_MAP_PREFILTER].texture = rlGenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
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UnloadTexture(cubemap);
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UnloadShader(shdrPrefilter);
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//--------------------------------------------------------------------------------------------------------
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@ -226,7 +227,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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#else
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Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
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#endif
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mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
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mat.maps[MATERIAL_MAP_BRDG].texture = rlGenTextureBRDF(shdrBRDF, BRDF_SIZE);
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UnloadShader(shdrBRDF);
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//--------------------------------------------------------------------------------------------------------
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@ -142,8 +142,8 @@ int main(void)
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// If we hit something, draw the cursor at the hit point
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if (nearestHit.hit)
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{
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DrawCube(nearestHit.position, 0.3, 0.3, 0.3, cursorColor);
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DrawCubeWires(nearestHit.position, 0.3, 0.3, 0.3, RED);
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DrawCube(nearestHit.position, 0.3f, 0.3f, 0.3f, cursorColor);
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DrawCubeWires(nearestHit.position, 0.3f, 0.3f, 0.3f, RED);
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Vector3 normalEnd;
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normalEnd.x = nearestHit.position.x + nearestHit.normal.x;
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// NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
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// NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment,
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// despite texture can be successfully created.. so using PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 instead of PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = rlGenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
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}
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Texture2D panorama = LoadTexture(droppedFiles[0]);
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// Generate cubemap from panorama texture
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = rlGenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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UnloadTexture(panorama);
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}
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else
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BeginShaderMode(shaders[currentShader]);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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EndShaderMode();
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// Scatter random cubes around
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for (int i = 0; i < count; i++)
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{
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float x = GetRandomValue(-50, 50);
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float y = GetRandomValue(-50, 50);
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float z = GetRandomValue(-50, 50);
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float x = (float)GetRandomValue(-50, 50);
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float y = (float)GetRandomValue(-50, 50);
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float z = (float)GetRandomValue(-50, 50);
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translations[i] = MatrixTranslate(x, y, z);
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x = GetRandomValue(0, 360);
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y = GetRandomValue(0, 360);
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z = GetRandomValue(0, 360);
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x = (float)GetRandomValue(0, 360);
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y = (float)GetRandomValue(0, 360);
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z = (float)GetRandomValue(0, 360);
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Vector3 axis = Vector3Normalize((Vector3){x, y, z});
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float angle = (float)GetRandomValue(0, 10) * DEG2RAD;
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camera.projection = CAMERA_PERSPECTIVE;
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// Define our three models to show the shader on
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Mesh torus = GenMeshTorus(.3, 1, 16, 32);
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Mesh torus = GenMeshTorus(0.3f, 1, 16, 32);
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Model model1 = LoadModelFromMesh(torus);
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Mesh cube = GenMeshCube(.8,.8,.8);
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Mesh cube = GenMeshCube(0.8f,0.8f,0.8f);
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Model model2 = LoadModelFromMesh(cube);
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// Generate model to be shaded just to see the gaps in the other two
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@ -49,7 +49,7 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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time = GetTime();
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time = (float)GetTime();
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SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
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//----------------------------------------------------------------------------------
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@ -66,12 +66,12 @@ int main(void)
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if (!useTtf)
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{
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DrawTextEx(fontBm, msg, (Vector2){ 20.0f, 100.0f }, fontBm.baseSize, 2, MAROON);
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DrawTextEx(fontBm, msg, (Vector2){ 20.0f, 100.0f }, (float)fontBm.baseSize, 2, MAROON);
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DrawText("Using BMFont (Angelcode) imported", 20, GetScreenHeight() - 30, 20, GRAY);
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}
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else
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{
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DrawTextEx(fontTtf, msg, (Vector2){ 20.0f, 100.0f }, fontTtf.baseSize, 2, LIME);
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DrawTextEx(fontTtf, msg, (Vector2){ 20.0f, 100.0f }, (float)fontTtf.baseSize, 2, LIME);
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DrawText("Using TTF font generated", 20, GetScreenHeight() - 30, 20, GRAY);
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}
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
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SetTextureFilter(fontSDF.texture, FILTER_BILINEAR); // Required for SDF font
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Vector2 fontPosition = { 40, screenHeight/2 - 50 };
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Vector2 fontPosition = { 40, screenHeight/2.0f - 50 };
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Vector2 textSize = { 0.0f, 0.0f };
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float fontSize = 16.0f;
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int currentFont = 0; // 0 - fontDefault, 1 - fontSDF
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@ -38,14 +38,14 @@ int main(void)
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Font font2 = LoadFont("resources/custom_alagard.png"); // Font loading
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Font font3 = LoadFont("resources/custom_jupiter_crash.png"); // Font loading
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|
||||
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();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -202,7 +202,7 @@
|
|||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
|
@ -219,7 +219,7 @@
|
|||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/FS %(AdditionalOptions)</AdditionalOptions>
|
||||
|
@ -237,7 +237,7 @@
|
|||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
|
@ -258,7 +258,7 @@
|
|||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
|
@ -281,7 +281,7 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||
|
@ -303,7 +303,7 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||
|
@ -325,7 +325,7 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||
|
@ -353,7 +353,7 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||
|
|
|
@ -202,7 +202,7 @@
|
|||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
|
@ -219,7 +219,7 @@
|
|||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/FS %(AdditionalOptions)</AdditionalOptions>
|
||||
|
@ -237,7 +237,7 @@
|
|||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
|
@ -258,7 +258,7 @@
|
|||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
|
@ -281,7 +281,7 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||
|
@ -303,7 +303,7 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||
|
@ -325,7 +325,7 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||
|
@ -353,7 +353,7 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue