Fix cast warnings in examples.
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5b940692ea
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2 changed files with 13 additions and 13 deletions
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@ -15,9 +15,9 @@
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static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color)
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static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color)
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{
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{
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Vector2 size = MeasureTextEx(GetFontDefault(), text, fontSize, 3);
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Vector2 size = MeasureTextEx(GetFontDefault(), text, (float)fontSize, 3);
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Vector2 pos = (Vector2){x - size.x/2, y - size.y/2 };
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Vector2 pos = (Vector2){x - size.x/2, y - size.y/2 };
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DrawTextEx(GetFontDefault(), text, pos, fontSize, 3, color);
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DrawTextEx(GetFontDefault(), text, pos, (float)fontSize, 3, color);
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}
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}
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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@ -86,11 +86,11 @@ int main(void)
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const int minTextSpace = 30;
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const int minTextSpace = 30;
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int last_text_x = -minTextSpace;
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int last_text_x = -minTextSpace;
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for (int i = cellSize; i < GetRenderWidth(); i += cellSize, odd = !odd) {
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for (int i = cellSize; i < GetRenderWidth(); i += cellSize, odd = !odd) {
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int x = ((float)i) / dpiScale.x;
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int x = (int)(((float)i) / dpiScale.x);
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if (odd) {
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if (odd) {
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DrawRectangle(x, pixelGridTop, cellSizePx, pixelGridBottom-pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 });
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DrawRectangle(x, pixelGridTop, (int)cellSizePx, pixelGridBottom-pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 });
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}
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}
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DrawLine(x, pixelGridTop, ((float)i) / dpiScale.x, pixelGridLabelY - 10, GRAY);
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DrawLine(x, pixelGridTop, (int)(((float)i) / dpiScale.x), pixelGridLabelY - 10, GRAY);
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if (x - last_text_x >= minTextSpace) {
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if (x - last_text_x >= minTextSpace) {
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DrawTextCenter(TextFormat("%d", i), x, pixelGridLabelY, 12, LIGHTGRAY);
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DrawTextCenter(TextFormat("%d", i), x, pixelGridLabelY, 12, LIGHTGRAY);
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last_text_x = x;
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last_text_x = x;
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@ -108,8 +108,8 @@ int main(void)
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// Draw rectangle box with rounded corners using shader
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// Draw rectangle box with rounded corners using shader
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Rectangle rec = { 50, 70, 110, 60 };
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Rectangle rec = { 50, 70, 110, 60 };
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DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY);
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DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
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DrawText("Rounded rectangle", rec.x - 20, rec.y - 35, 10, DARKGRAY);
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DrawText("Rounded rectangle", (int)rec.x - 20, (int)rec.y - 35, 10, DARKGRAY);
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// Flip Y axis to match shader coordinate system
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// Flip Y axis to match shader coordinate system
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rec.y = screenHeight - rec.y - rec.height;
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rec.y = screenHeight - rec.y - rec.height;
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@ -128,8 +128,8 @@ int main(void)
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// Draw rectangle shadow using shader
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// Draw rectangle shadow using shader
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rec = (Rectangle){ 50, 200, 110, 60 };
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rec = (Rectangle){ 50, 200, 110, 60 };
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DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY);
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DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
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DrawText("Rounded rectangle shadow", rec.x - 20, rec.y - 35, 10, DARKGRAY);
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DrawText("Rounded rectangle shadow", (int)rec.x - 20, (int)rec.y - 35, 10, DARKGRAY);
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rec.y = screenHeight - rec.y - rec.height;
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rec.y = screenHeight - rec.y - rec.height;
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SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
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SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
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@ -147,8 +147,8 @@ int main(void)
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// Draw rectangle's border using shader
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// Draw rectangle's border using shader
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rec = (Rectangle){ 50, 330, 110, 60 };
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rec = (Rectangle){ 50, 330, 110, 60 };
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DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY);
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DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
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DrawText("Rounded rectangle border", rec.x - 20, rec.y - 35, 10, DARKGRAY);
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DrawText("Rounded rectangle border", (int)rec.x - 20, (int)rec.y - 35, 10, DARKGRAY);
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rec.y = screenHeight - rec.y - rec.height;
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rec.y = screenHeight - rec.y - rec.height;
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SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
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SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
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@ -166,8 +166,8 @@ int main(void)
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// Draw one more rectangle with all three colors
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// Draw one more rectangle with all three colors
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rec = (Rectangle){ 240, 80, 500, 300 };
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rec = (Rectangle){ 240, 80, 500, 300 };
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DrawRectangleLines(rec.x - 30, rec.y - 30, rec.width + 60, rec.height + 60, DARKGRAY);
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DrawRectangleLines((int)rec.x - 30, (int)rec.y - 30, (int)rec.width + 60, (int)rec.height + 60, DARKGRAY);
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DrawText("Rectangle with all three combined", rec.x - 30, rec.y - 45, 10, DARKGRAY);
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DrawText("Rectangle with all three combined", (int)rec.x - 30, (int)rec.y - 45, 10, DARKGRAY);
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rec.y = screenHeight - rec.y - rec.height;
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rec.y = screenHeight - rec.y - rec.height;
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SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
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SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
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