Merge pull request #4899 from JeffM2501/examples_casting_4-26-25

[Examples] Fix cast warnings in examples.
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Ray 2025-04-18 09:56:37 +02:00 committed by GitHub
commit f6d05cc5e6
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2 changed files with 13 additions and 13 deletions

View file

@ -15,9 +15,9 @@
static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color) static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color)
{ {
Vector2 size = MeasureTextEx(GetFontDefault(), text, fontSize, 3); Vector2 size = MeasureTextEx(GetFontDefault(), text, (float)fontSize, 3);
Vector2 pos = (Vector2){x - size.x/2, y - size.y/2 }; Vector2 pos = (Vector2){x - size.x/2, y - size.y/2 };
DrawTextEx(GetFontDefault(), text, pos, fontSize, 3, color); DrawTextEx(GetFontDefault(), text, pos, (float)fontSize, 3, color);
} }
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
@ -86,11 +86,11 @@ int main(void)
const int minTextSpace = 30; const int minTextSpace = 30;
int last_text_x = -minTextSpace; int last_text_x = -minTextSpace;
for (int i = cellSize; i < GetRenderWidth(); i += cellSize, odd = !odd) { for (int i = cellSize; i < GetRenderWidth(); i += cellSize, odd = !odd) {
int x = ((float)i) / dpiScale.x; int x = (int)(((float)i) / dpiScale.x);
if (odd) { if (odd) {
DrawRectangle(x, pixelGridTop, cellSizePx, pixelGridBottom-pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 }); DrawRectangle(x, pixelGridTop, (int)cellSizePx, pixelGridBottom-pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 });
} }
DrawLine(x, pixelGridTop, ((float)i) / dpiScale.x, pixelGridLabelY - 10, GRAY); DrawLine(x, pixelGridTop, (int)(((float)i) / dpiScale.x), pixelGridLabelY - 10, GRAY);
if (x - last_text_x >= minTextSpace) { if (x - last_text_x >= minTextSpace) {
DrawTextCenter(TextFormat("%d", i), x, pixelGridLabelY, 12, LIGHTGRAY); DrawTextCenter(TextFormat("%d", i), x, pixelGridLabelY, 12, LIGHTGRAY);
last_text_x = x; last_text_x = x;

View file

@ -108,8 +108,8 @@ int main(void)
// Draw rectangle box with rounded corners using shader // Draw rectangle box with rounded corners using shader
Rectangle rec = { 50, 70, 110, 60 }; Rectangle rec = { 50, 70, 110, 60 };
DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY); DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
DrawText("Rounded rectangle", rec.x - 20, rec.y - 35, 10, DARKGRAY); DrawText("Rounded rectangle", (int)rec.x - 20, (int)rec.y - 35, 10, DARKGRAY);
// Flip Y axis to match shader coordinate system // Flip Y axis to match shader coordinate system
rec.y = screenHeight - rec.y - rec.height; rec.y = screenHeight - rec.y - rec.height;
@ -128,8 +128,8 @@ int main(void)
// Draw rectangle shadow using shader // Draw rectangle shadow using shader
rec = (Rectangle){ 50, 200, 110, 60 }; rec = (Rectangle){ 50, 200, 110, 60 };
DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY); DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
DrawText("Rounded rectangle shadow", rec.x - 20, rec.y - 35, 10, DARKGRAY); DrawText("Rounded rectangle shadow", (int)rec.x - 20, (int)rec.y - 35, 10, DARKGRAY);
rec.y = screenHeight - rec.y - rec.height; rec.y = screenHeight - rec.y - rec.height;
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
@ -147,8 +147,8 @@ int main(void)
// Draw rectangle's border using shader // Draw rectangle's border using shader
rec = (Rectangle){ 50, 330, 110, 60 }; rec = (Rectangle){ 50, 330, 110, 60 };
DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY); DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
DrawText("Rounded rectangle border", rec.x - 20, rec.y - 35, 10, DARKGRAY); DrawText("Rounded rectangle border", (int)rec.x - 20, (int)rec.y - 35, 10, DARKGRAY);
rec.y = screenHeight - rec.y - rec.height; rec.y = screenHeight - rec.y - rec.height;
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
@ -166,8 +166,8 @@ int main(void)
// Draw one more rectangle with all three colors // Draw one more rectangle with all three colors
rec = (Rectangle){ 240, 80, 500, 300 }; rec = (Rectangle){ 240, 80, 500, 300 };
DrawRectangleLines(rec.x - 30, rec.y - 30, rec.width + 60, rec.height + 60, DARKGRAY); DrawRectangleLines((int)rec.x - 30, (int)rec.y - 30, (int)rec.width + 60, (int)rec.height + 60, DARKGRAY);
DrawText("Rectangle with all three combined", rec.x - 30, rec.y - 45, 10, DARKGRAY); DrawText("Rectangle with all three combined", (int)rec.x - 30, (int)rec.y - 45, 10, DARKGRAY);
rec.y = screenHeight - rec.y - rec.height; rec.y = screenHeight - rec.y - rec.height;
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);