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[Examples] Fix typecast warnings in examples. (#1601)

* Fixing typecast warnings generated by visual studio 2019 in examples.

* Changes to fixes based on feedback

Co-authored-by: Jeffery Myers <[email protected]>
Jeffery Myers 4 лет назад
Родитель
Сommit
48a7cd3c87

+ 6 - 6
examples/audio/audio_module_playing.c

@@ -43,9 +43,9 @@ int main(void)
     for (int i = MAX_CIRCLES - 1; i >= 0; i--)
     {
         circles[i].alpha = 0.0f;
-        circles[i].radius = GetRandomValue(10, 40);
-        circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
-        circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
+        circles[i].radius = (float)GetRandomValue(10, 40);
+        circles[i].position.x = (float)GetRandomValue((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
+        circles[i].position.y = (float)GetRandomValue((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
         circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
         circles[i].color = colors[GetRandomValue(0, 13)];
     }
@@ -104,9 +104,9 @@ int main(void)
             if (circles[i].alpha <= 0.0f)
             {
                 circles[i].alpha = 0.0f;
-                circles[i].radius = GetRandomValue(10, 40);
-                circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
-                circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
+                circles[i].radius = (float)GetRandomValue(10, 40);
+                circles[i].position.x = (float)GetRandomValue((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
+                circles[i].position.y = (float)GetRandomValue((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
                 circles[i].color = colors[GetRandomValue(0, 13)];
                 circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
             }

+ 1 - 1
examples/audio/audio_multichannel_sound.c

@@ -27,7 +27,7 @@ int main(void)
     Sound fxWav = LoadSound("resources/sound.wav");         // Load WAV audio file
     Sound fxOgg = LoadSound("resources/target.ogg");        // Load OGG audio file
     
-    SetSoundVolume(fxWav, 0.2);
+    SetSoundVolume(fxWav, 0.2f);
 
     SetTargetFPS(60);       // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------

+ 2 - 2
examples/audio/audio_raw_stream.c

@@ -140,8 +140,8 @@ int main(void)
             // Draw the current buffer state proportionate to the screen
             for (int i = 0; i < screenWidth; i++)
             {
-                position.x = i;
-                position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000;
+                position.x = (float)i;
+                position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000.0f;
 
                 DrawPixelV(position, RED);
             }

+ 9 - 9
examples/core/core_2d_camera.c

@@ -30,19 +30,19 @@ int main(void)
 
     for (int i = 0; i < MAX_BUILDINGS; i++)
     {
-        buildings[i].width = GetRandomValue(50, 200);
-        buildings[i].height = GetRandomValue(100, 800);
-        buildings[i].y = screenHeight - 130 - buildings[i].height;
-        buildings[i].x = -6000 + spacing;
+        buildings[i].width = (float)GetRandomValue(50, 200);
+        buildings[i].height = (float)GetRandomValue(100, 800);
+        buildings[i].y = screenHeight - 130.0f - buildings[i].height;
+        buildings[i].x = -6000.0f + spacing;
 
-        spacing += buildings[i].width;
+        spacing += (int)buildings[i].width;
 
         buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
     }
 
     Camera2D camera = { 0 };
-    camera.target = (Vector2){ player.x + 20, player.y + 20 };
-    camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
+    camera.target = (Vector2){ player.x + 20.0f, player.y + 20.0f };
+    camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
     camera.rotation = 0.0f;
     camera.zoom = 1.0f;
 
@@ -98,8 +98,8 @@ int main(void)
 
                 DrawRectangleRec(player, RED);
 
-                DrawLine(camera.target.x, -screenHeight*10, camera.target.x, screenHeight*10, GREEN);
-                DrawLine(-screenWidth*10, camera.target.y, screenWidth*10, camera.target.y, GREEN);
+                DrawLine((int)camera.target.x, -screenHeight*10, (int)camera.target.x, screenHeight*10, GREEN);
+                DrawLine(-screenWidth*10, (int)camera.target.y, screenWidth*10, (int)camera.target.y, GREEN);
 
             EndMode2D();
 

+ 5 - 5
examples/core/core_2d_camera_platformer.c

@@ -65,7 +65,7 @@ int main(void)
 
     Camera2D camera = { 0 };
     camera.target = player.position;
-    camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
+    camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
     camera.rotation = 0.0f;
     camera.zoom = 1.0f;
 
@@ -191,14 +191,14 @@ void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float d
 
 void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
 {
-    camera->offset = (Vector2){ width/2, height/2 };
+    camera->offset = (Vector2){ width/2.0f, height/2.0f };
     camera->target = player->position;
 }
 
 void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
 {
     camera->target = player->position;
-    camera->offset = (Vector2){ width/2, height/2 };
+    camera->offset = (Vector2){ width/2.0f, height/2.0f };
     float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
     
     for (int i = 0; i < envItemsLength; i++)
@@ -225,7 +225,7 @@ void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *e
     static float minEffectLength = 10;
     static float fractionSpeed = 0.8f;
     
-    camera->offset = (Vector2){ width/2, height/2 };
+    camera->offset = (Vector2){ width/2.0f, height/2.0f };
     Vector2 diff = Vector2Subtract(player->position, camera->target);
     float length = Vector2Length(diff);
     
@@ -242,7 +242,7 @@ void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *env
     static int eveningOut = false;
     static float evenOutTarget;
     
-    camera->offset = (Vector2){ width/2, height/2 };
+    camera->offset = (Vector2){ width/2.0f, height/2.0f };
     camera->target.x = player->position.x;
     
     if (eveningOut)

+ 1 - 1
examples/core/core_3d_camera_first_person.c

@@ -38,7 +38,7 @@ int main(void)
     for (int i = 0; i < MAX_COLUMNS; i++)
     {
         heights[i] = (float)GetRandomValue(1, 12);
-        positions[i] = (Vector3){ GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15) };
+        positions[i] = (Vector3){ (float)GetRandomValue(-15, 15), heights[i]/2.0f, (float)GetRandomValue(-15, 15) };
         colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
     }
 

+ 1 - 1
examples/core/core_3d_picking.c

@@ -90,7 +90,7 @@ int main(void)
 
             DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
 
-            if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
+            if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, (int)(screenHeight * 0.1f), 30, GREEN);
 
             DrawFPS(10, 10);
 

+ 12 - 12
examples/others/easings.h

@@ -112,12 +112,12 @@ EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sinf(t
 EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2.0f*(cosf(PI*t/d) - 1.0f) + b); }
 
 // Circular Easing functions
-EASEDEF float EaseCircIn(float t, float b, float c, float d) { t /= d; return (-c*(sqrt(1.0f - t*t) - 1.0f) + b); }
-EASEDEF float EaseCircOut(float t, float b, float c, float d) { t = t/d - 1.0f; return (c*sqrt(1.0f - t*t) + b); }
+EASEDEF float EaseCircIn(float t, float b, float c, float d) { t /= d; return (-c*(sqrtf(1.0f - t*t) - 1.0f) + b); }
+EASEDEF float EaseCircOut(float t, float b, float c, float d) { t = t/d - 1.0f; return (c*sqrtf(1.0f - t*t) + b); }
 EASEDEF float EaseCircInOut(float t, float b, float c, float d)
 {
-    if ((t/=d/2.0f) < 1.0f) return (-c/2.0f*(sqrt(1.0f - t*t) - 1.0f) + b);
-    t -= 2.0f; return (c/2.0f*(sqrt(1.0f - t*t) + 1.0f) + b);
+    if ((t/=d/2.0f) < 1.0f) return (-c/2.0f*(sqrtf(1.0f - t*t) - 1.0f) + b);
+    t -= 2.0f; return (c/2.0f*(sqrtf(1.0f - t*t) + 1.0f) + b);
 }
 
 // Cubic Easing functions
@@ -139,15 +139,15 @@ EASEDEF float EaseQuadInOut(float t, float b, float c, float d)
 }
 
 // Exponential Easing functions
-EASEDEF float EaseExpoIn(float t, float b, float c, float d) { return (t == 0.0f) ? b : (c*pow(2.0f, 10.0f*(t/d - 1.0f)) + b); }
-EASEDEF float EaseExpoOut(float t, float b, float c, float d) { return (t == d) ? (b + c) : (c*(-pow(2.0f, -10.0f*t/d) + 1.0f) + b);    }
+EASEDEF float EaseExpoIn(float t, float b, float c, float d) { return (t == 0.0f) ? b : (c * powf(2.0f, 10.0f*(t/d - 1.0f)) + b); }
+EASEDEF float EaseExpoOut(float t, float b, float c, float d) { return (t == d) ? (b + c) : (c * (-powf(2.0f, -10.0f*t/d) + 1.0f) + b);    }
 EASEDEF float EaseExpoInOut(float t, float b, float c, float d)
 {
     if (t == 0.0f) return b;
     if (t == d) return (b + c);
-    if ((t/=d/2.0f) < 1.0f) return (c/2.0f*pow(2.0f, 10.0f*(t - 1.0f)) + b);
+    if ((t/=d/2.0f) < 1.0f) return (c/2.0f* powf(2.0f, 10.0f*(t - 1.0f)) + b);
 
-    return (c/2.0f*(-pow(2.0f, -10.0f*(t - 1.0f)) + 2.0f) + b);
+    return (c/2.0f*(-powf(2.0f, -10.0f*(t - 1.0f)) + 2.0f) + b);
 }
 
 // Back Easing functions
@@ -219,7 +219,7 @@ EASEDEF float EaseElasticIn(float t, float b, float c, float d)
     float p = d*0.3f;
     float a = c;
     float s = p/4.0f;
-    float postFix = a*pow(2.0f, 10.0f*(t-=1.0f));
+    float postFix = a*powf(2.0f, 10.0f*(t-=1.0f));
 
     return (-(postFix*sinf((t*d-s)*(2.0f*PI)/p )) + b);
 }
@@ -233,7 +233,7 @@ EASEDEF float EaseElasticOut(float t, float b, float c, float d)
     float a = c;
     float s = p/4.0f;
 
-    return (a*pow(2.0f,-10.0f*t)*sinf((t*d-s)*(2.0f*PI)/p) + c + b);
+    return (a*powf(2.0f,-10.0f*t)*sinf((t*d-s)*(2.0f*PI)/p) + c + b);
 }
 
 EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
@@ -247,11 +247,11 @@ EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
 
     if (t < 1.0f)
     {
-        float postFix = a*pow(2.0f, 10.0f*(t-=1.0f));
+        float postFix = a*powf(2.0f, 10.0f*(t-=1.0f));
         return -0.5f*(postFix*sinf((t*d-s)*(2.0f*PI)/p)) + b;
     }
 
-    float postFix = a*pow(2.0f, -10.0f*(t-=1.0f));
+    float postFix = a*powf(2.0f, -10.0f*(t-=1.0f));
 
     return (postFix*sinf((t*d-s)*(2.0f*PI)/p)*0.5f + c + b);
 }

+ 4 - 1
examples/others/raudio_standalone.c

@@ -61,9 +61,12 @@
 //----------------------------------------------------------------------------------
 // Module Functions Declaration
 //----------------------------------------------------------------------------------
-#if !defined(_WIN32)
+#if !defined(_MSC_VER)
 static int kbhit(void);             // Check if a key has been pressed
 static char getch();                // Get pressed character
+#else
+#define kbhit _kbhit
+#define getch _getch
 #endif
 
 //------------------------------------------------------------------------------------

+ 7 - 7
examples/others/rlgl_standalone.c

@@ -57,7 +57,7 @@
     #define GLFW_INCLUDE_ES2
 #endif
 
-#include <GLFW/glfw3.h>         // Windows/Context and inputs management
+#include "GLFW/glfw3.h"         // Windows/Context and inputs management
 
 #include <stdio.h>              // Required for: printf()
 
@@ -246,13 +246,13 @@ static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
     rlBegin(RL_TRIANGLES);
         rlColor4ub(color.r, color.g, color.b, color.a);
 
-        rlVertex2i(position.x, position.y);
-        rlVertex2i(position.x, position.y + size.y);
-        rlVertex2i(position.x + size.x, position.y + size.y);
+        rlVertex2f(position.x, position.y);
+        rlVertex2f(position.x, position.y + size.y);
+        rlVertex2f(position.x + size.x, position.y + size.y);
 
-        rlVertex2i(position.x, position.y);
-        rlVertex2i(position.x + size.x, position.y + size.y);
-        rlVertex2i(position.x + size.x, position.y);
+        rlVertex2f(position.x, position.y);
+        rlVertex2f(position.x + size.x, position.y + size.y);
+        rlVertex2f(position.x + size.x, position.y);
     rlEnd();
 }
 

+ 3 - 3
examples/textures/textures_image_drawing.c

@@ -32,8 +32,8 @@ int main(void)
     Image parrots = LoadImage("resources/parrots.png");     // Load image in CPU memory (RAM)
 
     // Draw one image over the other with a scaling of 1.5f
-    ImageDraw(&parrots, cat, (Rectangle){ 0, 0, cat.width, cat.height }, (Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f }, WHITE);
-    ImageCrop(&parrots, (Rectangle){ 0, 50, parrots.width, parrots.height - 100 }); // Crop resulting image
+    ImageDraw(&parrots, cat, (Rectangle){ 0, 0, (float)cat.width, (float)cat.height }, (Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f }, WHITE);
+    ImageCrop(&parrots, (Rectangle){ 0, 50, (float)parrots.width, (float)parrots.height - 100 }); // Crop resulting image
 
     // Draw on the image with a few image draw methods
     ImageDrawPixel(&parrots, 10, 10, RAYWHITE);
@@ -46,7 +46,7 @@ int main(void)
     Font font = LoadFont("resources/custom_jupiter_crash.png");
 
     // Draw over image using custom font
-    ImageDrawTextEx(&parrots, font, "PARROTS & CAT", (Vector2){ 300, 230 }, font.baseSize, -2, WHITE);
+    ImageDrawTextEx(&parrots, font, "PARROTS & CAT", (Vector2){ 300, 230 }, (float)font.baseSize, -2, WHITE);
 
     UnloadFont(font); // Unload custom spritefont (already drawn used on image)
 

+ 1 - 1
examples/textures/textures_rectangle.c

@@ -68,7 +68,7 @@ int main(void)
 
             DrawTexture(scarfy, 15, 40, WHITE);
             DrawRectangleLines(15, 40, scarfy.width, scarfy.height, LIME);
-            DrawRectangleLines(15 + frameRec.x, 40 + frameRec.y, frameRec.width, frameRec.height, RED);
+            DrawRectangleLines(15 + (int)frameRec.x, 40 + (int)frameRec.y, (int)frameRec.width, (int)frameRec.height, RED);
 
             DrawText("FRAME SPEED: ", 165, 210, 10, DARKGRAY);
             DrawText(TextFormat("%02i FPS", framesSpeed), 575, 210, 10, DARKGRAY);

+ 3 - 3
examples/textures/textures_srcrec_dstrec.c

@@ -28,13 +28,13 @@ int main(void)
     int frameHeight = scarfy.height;
 
     // Source rectangle (part of the texture to use for drawing)
-    Rectangle sourceRec = { 0.0f, 0.0f, frameWidth, frameHeight };
+    Rectangle sourceRec = { 0.0f, 0.0f, (float)frameWidth, (float)frameHeight };
 
     // Destination rectangle (screen rectangle where drawing part of texture)
-    Rectangle destRec = { screenWidth/2, screenHeight/2, frameWidth*2, frameHeight*2 };
+    Rectangle destRec = { screenWidth/2.0f, screenHeight/2.0f, frameWidth*2.0f, frameHeight*2.0f };
 
     // Origin of the texture (rotation/scale point), it's relative to destination rectangle size
-    Vector2 origin = { frameWidth, frameHeight };
+    Vector2 origin = { (float)frameWidth, (float)frameHeight };
 
     int rotation = 0;
 

+ 1 - 1
src/raymath.h

@@ -75,7 +75,7 @@
 // Defines and Macros
 //----------------------------------------------------------------------------------
 #ifndef PI
-    #define PI 3.14159265358979323846
+    #define PI 3.14159265358979323846f
 #endif
 
 #ifndef DEG2RAD

+ 1 - 1
src/rlgl.h

@@ -4922,7 +4922,7 @@ char *LoadFileText(const char *fileName)
             if (size > 0)
             {
                 text = (char *)RL_MALLOC((size + 1)*sizeof(char));
-                int count = fread(text, sizeof(char), size, textFile);
+                int count = (int)fread(text, sizeof(char), size, textFile);
 
                 // WARNING: \r\n is converted to \n on reading, so,
                 // read bytes count gets reduced by the number of lines