Browse Source

Fix VC warnings for examples (#2085)

Jeffery Myers 3 years ago
parent
commit
daeccd03ac

+ 1 - 1
examples/models/models_animation.c

@@ -102,7 +102,7 @@ int main(void)
     UnloadTexture(texture);     // Unload texture
     UnloadTexture(texture);     // Unload texture
 
 
     // Unload model animations data
     // Unload model animations data
-    for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
+    for (unsigned int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
     RL_FREE(anims);
     RL_FREE(anims);
 
 
     UnloadModel(model);         // Unload model
     UnloadModel(model);         // Unload model

+ 6 - 6
examples/physics/physics_demo.c

@@ -34,11 +34,11 @@ int main(void)
     InitPhysics();
     InitPhysics();
 
 
     // Create floor rectangle physics body
     // Create floor rectangle physics body
-    PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
+    PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, 500, 100, 10);
     floor->enabled = false;         // Disable body state to convert it to static (no dynamics, but collisions)
     floor->enabled = false;         // Disable body state to convert it to static (no dynamics, but collisions)
 
 
     // Create obstacle circle physics body
     // Create obstacle circle physics body
-    PhysicsBody circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
+    PhysicsBody circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 45, 10);
     circle->enabled = false;        // Disable body state to convert it to static (no dynamics, but collisions)
     circle->enabled = false;        // Disable body state to convert it to static (no dynamics, but collisions)
 
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
@@ -55,16 +55,16 @@ int main(void)
         {
         {
             ResetPhysics();
             ResetPhysics();
 
 
-            floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
+            floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, 500, 100, 10);
             floor->enabled = false;
             floor->enabled = false;
 
 
-            circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
+            circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 45, 10);
             circle->enabled = false;
             circle->enabled = false;
         }
         }
 
 
         // Physics body creation inputs
         // Physics body creation inputs
-        if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
-        else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10);
+        if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) CreatePhysicsBodyPolygon(GetMousePosition(), (float)GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
+        else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) CreatePhysicsBodyCircle(GetMousePosition(), (float)GetRandomValue(10, 45), 10);
 
 
         // Destroy falling physics bodies
         // Destroy falling physics bodies
         int bodiesCount = GetPhysicsBodiesCount();
         int bodiesCount = GetPhysicsBodiesCount();

+ 9 - 9
examples/physics/physics_friction.c

@@ -34,18 +34,18 @@ int main(void)
     InitPhysics();
     InitPhysics();
 
 
     // Create floor rectangle physics body
     // Create floor rectangle physics body
-    PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
+    PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10);
     floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
     floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
-    PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight*0.8f }, 10, 80, 10);
+    PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, screenHeight*0.8f }, 10, 80, 10);
     wall->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
     wall->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
 
 
     // Create left ramp physics body
     // Create left ramp physics body
-    PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, screenHeight - 5 }, 250, 250, 10);
+    PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, (float)screenHeight - 5 }, 250, 250, 10);
     rectLeft->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
     rectLeft->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
     SetPhysicsBodyRotation(rectLeft, 30*DEG2RAD);
     SetPhysicsBodyRotation(rectLeft, 30*DEG2RAD);
 
 
     // Create right ramp  physics body
     // Create right ramp  physics body
-    PhysicsBody rectRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 25, screenHeight - 5 }, 250, 250, 10);
+    PhysicsBody rectRight = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth - 25, (float)screenHeight - 5 }, 250, 250, 10);
     rectRight->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
     rectRight->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
     SetPhysicsBodyRotation(rectRight, 330*DEG2RAD);
     SetPhysicsBodyRotation(rectRight, 330*DEG2RAD);
 
 
@@ -55,7 +55,7 @@ int main(void)
     bodyA->dynamicFriction = 0.1f;
     bodyA->dynamicFriction = 0.1f;
     SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
     SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
 
 
-    PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10);
+    PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth - 35, (float)screenHeight*0.6f }, 40, 40, 10);
     bodyB->staticFriction = 1.0f;
     bodyB->staticFriction = 1.0f;
     bodyB->dynamicFriction = 1.0f;
     bodyB->dynamicFriction = 1.0f;
     SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
     SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
@@ -78,7 +78,7 @@ int main(void)
             bodyA->angularVelocity = 0;
             bodyA->angularVelocity = 0;
             SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
             SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
 
 
-            bodyB->position = (Vector2){ screenWidth - 35, screenHeight*0.6f };
+            bodyB->position = (Vector2){ (float)screenWidth - 35, screenHeight * 0.6f };
             bodyB->velocity = (Vector2){ 0, 0 };
             bodyB->velocity = (Vector2){ 0, 0 };
             bodyB->angularVelocity = 0;
             bodyB->angularVelocity = 0;
             SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
             SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
@@ -118,9 +118,9 @@ int main(void)
 
 
             DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK);
             DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK);
 
 
-            DrawText("Friction amount", (screenWidth - MeasureText("Friction amount", 30))/2, 75, 30, WHITE);
-            DrawText("0.1", bodyA->position.x - MeasureText("0.1", 20)/2, bodyA->position.y - 7, 20, WHITE);
-            DrawText("1", bodyB->position.x - MeasureText("1", 20)/2, bodyB->position.y - 7, 20, WHITE);
+            DrawText("Friction amount", (screenWidth - MeasureText("Friction amount", 30))/2.0f, 75, 30, WHITE);
+            DrawText("0.1", (int)bodyA->position.x - MeasureText("0.1", 20)/2, (int)bodyA->position.y - 7, 20, WHITE);
+            DrawText("1", (int)bodyB->position.x - MeasureText("1", 20)/2, (int)bodyB->position.y - 7, 20, WHITE);
 
 
             DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
             DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
 
 

+ 5 - 5
examples/physics/physics_movement.c

@@ -36,11 +36,11 @@ int main(void)
     InitPhysics();
     InitPhysics();
 
 
     // Create floor and walls rectangle physics body
     // Create floor and walls rectangle physics body
-    PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
+    PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10);
     PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
     PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
     PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
     PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
-    PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2 }, 10, screenHeight, 10);
-    PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth + 5, screenHeight/2 }, 10, screenHeight, 10);
+    PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2.0f }, 10, (float)screenHeight, 10);
+    PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth + 5, screenHeight/2.0f }, 10, (float)screenHeight, 10);
 
 
     // Disable dynamics to floor and walls physics bodies
     // Disable dynamics to floor and walls physics bodies
     floor->enabled = false;
     floor->enabled = false;
@@ -50,7 +50,7 @@ int main(void)
     wallRight->enabled = false;
     wallRight->enabled = false;
 
 
     // Create movement physics body
     // Create movement physics body
-    PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight/2 }, 50, 50, 1);
+    PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 50, 50, 1);
     body->freezeOrient = true;      // Constrain body rotation to avoid little collision torque amounts
     body->freezeOrient = true;      // Constrain body rotation to avoid little collision torque amounts
 
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
@@ -66,7 +66,7 @@ int main(void)
         if (IsKeyPressed(KEY_R))      // Reset physics input
         if (IsKeyPressed(KEY_R))      // Reset physics input
         {
         {
             // Reset movement physics body position, velocity and rotation
             // Reset movement physics body position, velocity and rotation
-            body->position = (Vector2){ screenWidth/2, screenHeight/2 };
+            body->position = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
             body->velocity = (Vector2){ 0, 0 };
             body->velocity = (Vector2){ 0, 0 };
             SetPhysicsBodyRotation(body, 0);
             SetPhysicsBodyRotation(body, 0);
         }
         }

+ 10 - 10
examples/physics/physics_restitution.c

@@ -34,16 +34,16 @@ int main(void)
     InitPhysics();
     InitPhysics();
 
 
     // Create floor rectangle physics body
     // Create floor rectangle physics body
-    PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
+    PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10);
     floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
     floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
     floor->restitution = 1;
     floor->restitution = 1;
 
 
     // Create circles physics body
     // Create circles physics body
-    PhysicsBody circleA = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.25f, screenHeight/2 }, 30, 10);
+    PhysicsBody circleA = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.25f, screenHeight/2.0f }, 30, 10);
     circleA->restitution = 0;
     circleA->restitution = 0;
-    PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2 }, 30, 10);
+    PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2.0f }, 30, 10);
     circleB->restitution = 0.5f;
     circleB->restitution = 0.5f;
-    PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2 }, 30, 10);
+    PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2.0f }, 30, 10);
     circleC->restitution = 1;
     circleC->restitution = 1;
 
 
     // Restitution demo needs a very tiny physics time step for a proper simulation
     // Restitution demo needs a very tiny physics time step for a proper simulation
@@ -62,11 +62,11 @@ int main(void)
         if (IsKeyPressed(KEY_R))    // Reset physics input
         if (IsKeyPressed(KEY_R))    // Reset physics input
         {
         {
             // Reset circles physics bodies position and velocity
             // Reset circles physics bodies position and velocity
-            circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2 };
+            circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2.0f };
             circleA->velocity = (Vector2){ 0, 0 };
             circleA->velocity = (Vector2){ 0, 0 };
-            circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2 };
+            circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2.0f };
             circleB->velocity = (Vector2){ 0, 0 };
             circleB->velocity = (Vector2){ 0, 0 };
-            circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2 };
+            circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2.0f };
             circleC->velocity = (Vector2){ 0, 0 };
             circleC->velocity = (Vector2){ 0, 0 };
         }
         }
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
@@ -100,9 +100,9 @@ int main(void)
             }
             }
 
 
             DrawText("Restitution amount", (screenWidth - MeasureText("Restitution amount", 30))/2, 75, 30, WHITE);
             DrawText("Restitution amount", (screenWidth - MeasureText("Restitution amount", 30))/2, 75, 30, WHITE);
-            DrawText("0", circleA->position.x - MeasureText("0", 20)/2, circleA->position.y - 7, 20, WHITE);
-            DrawText("0.5", circleB->position.x - MeasureText("0.5", 20)/2, circleB->position.y - 7, 20, WHITE);
-            DrawText("1", circleC->position.x - MeasureText("1", 20)/2, circleC->position.y - 7, 20, WHITE);
+            DrawText("0", (int)circleA->position.x - MeasureText("0", 20)/2, circleA->position.y - 7, 20, WHITE);
+            DrawText("0.5", (int)circleB->position.x - MeasureText("0.5", 20)/2, circleB->position.y - 7, 20, WHITE);
+            DrawText("1", (int)circleC->position.x - MeasureText("1", 20)/2, circleC->position.y - 7, 20, WHITE);
 
 
             DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
             DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
 
 

+ 2 - 2
examples/physics/physics_shatter.c

@@ -35,7 +35,7 @@ int main(void)
     SetPhysicsGravity(0, 0);
     SetPhysicsGravity(0, 0);
 
 
     // Create random polygon physics body to shatter
     // Create random polygon physics body to shatter
-    CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
+    CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, (float)GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
 
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
@@ -50,7 +50,7 @@ int main(void)
         {
         {
             ResetPhysics();
             ResetPhysics();
 
 
-            CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
+            CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, (float)GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
         }
         }
 
 
         if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))    // Physics shatter input
         if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))    // Physics shatter input

+ 10 - 10
examples/shaders/shaders_mesh_instancing.c

@@ -67,14 +67,14 @@ int main(void)
     // Scatter random cubes around
     // Scatter random cubes around
     for (int i = 0; i < MAX_INSTANCES; i++)
     for (int i = 0; i < MAX_INSTANCES; i++)
     {
     {
-        x = GetRandomValue(-50, 50);
-        y = GetRandomValue(-50, 50);
-        z = GetRandomValue(-50, 50);
+        x = (float)GetRandomValue(-50, 50);
+        y = (float)GetRandomValue(-50, 50);
+        z = (float)GetRandomValue(-50, 50);
         translations[i] = MatrixTranslate(x, y, z);
         translations[i] = MatrixTranslate(x, y, z);
 
 
-        x = GetRandomValue(0, 360);
-        y = GetRandomValue(0, 360);
-        z = GetRandomValue(0, 360);
+        x = (float)GetRandomValue(0, 360);
+        y = (float)GetRandomValue(0, 360);
+        z = (float)GetRandomValue(0, 360);
         Vector3 axis = Vector3Normalize((Vector3){ x, y, z });
         Vector3 axis = Vector3Normalize((Vector3){ x, y, z });
         float angle = (float)GetRandomValue(0, 10)*DEG2RAD;
         float angle = (float)GetRandomValue(0, 10)*DEG2RAD;
 
 
@@ -136,11 +136,11 @@ int main(void)
         if (IsKeyDown(KEY_NINE)) groups = 9;
         if (IsKeyDown(KEY_NINE)) groups = 9;
         if (IsKeyDown(KEY_W)) { groups = 7; amp = 25; speed = 18; variance = 0.70f; }
         if (IsKeyDown(KEY_W)) { groups = 7; amp = 25; speed = 18; variance = 0.70f; }
 
 
-        if (IsKeyDown(KEY_EQUAL)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f);
-        if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f);
+        if (IsKeyDown(KEY_EQUAL)) speed = (speed <= (fps*0.25f))? (int)(fps*0.25f) : (int)(speed*0.95f);
+        if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (int)(fps*0.25f) : (int)(speed*0.95f);
 
 
-        if (IsKeyDown(KEY_MINUS)) speed = fmaxf(speed*1.02f, speed + 1);
-        if (IsKeyDown(KEY_KP_SUBTRACT)) speed = fmaxf(speed*1.02f, speed + 1);
+        if (IsKeyDown(KEY_MINUS)) speed = (int)fmaxf(speed*1.02f, speed + 1);
+        if (IsKeyDown(KEY_KP_SUBTRACT)) speed = (int)fmaxf(speed*1.02f, speed + 1);
 
 
         // Update the light shader with the camera view position
         // Update the light shader with the camera view position
         float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
         float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };

+ 8 - 8
examples/shaders/shaders_spotlight.c

@@ -120,14 +120,14 @@ int main(void)
     // and initialize the shader locations
     // and initialize the shader locations
     for (int i = 0; i < MAX_SPOTS; i++)
     for (int i = 0; i < MAX_SPOTS; i++)
     {
     {
-        spots[i].pos.x = GetRandomValue(64.0f, screenWidth - 64.0f);
-        spots[i].pos.y = GetRandomValue(64.0f, screenHeight - 64.0f);
+        spots[i].pos.x = (float)GetRandomValue(64, screenWidth - 64);
+        spots[i].pos.y = (float)GetRandomValue(64, screenHeight - 64);
         spots[i].vel = (Vector2){ 0, 0 };
         spots[i].vel = (Vector2){ 0, 0 };
 
 
         while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
         while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
         {
         {
-            spots[i].vel.x = GetRandomValue(-400.f, 40.0f) / 10.0f;
-            spots[i].vel.y = GetRandomValue(-400.f, 40.0f) / 10.0f;
+            spots[i].vel.x = GetRandomValue(-400, 40) / 10.0f;
+            spots[i].vel.y = GetRandomValue(-400, 40) / 10.0f;
         }
         }
 
 
         spots[i].inner = 28.0f * (i + 1);
         spots[i].inner = 28.0f * (i + 1);
@@ -190,8 +190,8 @@ int main(void)
             for (int i = 0; i < 16; i++)
             for (int i = 0; i < 16; i++)
             {
             {
                 DrawTexture(texRay,
                 DrawTexture(texRay,
-                    (screenWidth/2.0f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32,
-                    (screenHeight/2.0f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f), WHITE);
+                    (int)((screenWidth/2.0f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32),
+                    (int)((screenHeight/2.0f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f)), WHITE);
             }
             }
 
 
             // Draw spot lights
             // Draw spot lights
@@ -206,8 +206,8 @@ int main(void)
             DrawFPS(10, 10);
             DrawFPS(10, 10);
 
 
             DrawText("Move the mouse!", 10, 30, 20, GREEN);
             DrawText("Move the mouse!", 10, 30, 20, GREEN);
-            DrawText("Pitch Black", screenWidth*0.2f, screenHeight/2, 20, GREEN);
-            DrawText("Dark", screenWidth*.66f, screenHeight/2, 20, GREEN);
+            DrawText("Pitch Black", (int)(screenWidth*0.2f), screenHeight/2, 20, GREEN);
+            DrawText("Dark", (int)(screenWidth*.66f), screenHeight/2, 20, GREEN);
 
 
 
 
         EndDrawing();
         EndDrawing();

+ 2 - 2
examples/shapes/shapes_basic_shapes.c

@@ -59,8 +59,8 @@ int main(void)
                               (Vector2){screenWidth/4.0f*3.0f + 20.0f, 230.0f}, DARKBLUE);
                               (Vector2){screenWidth/4.0f*3.0f + 20.0f, 230.0f}, DARKBLUE);
 
 
             // Polygon shapes and lines
             // Polygon shapes and lines
-            DrawPoly((Vector2){screenWidth/4*3, 320}, 6, 80, 0, BROWN);
-            DrawPolyLinesEx((Vector2){screenWidth/4*3, 320}, 6, 80, 0, 6, BEIGE);
+            DrawPoly((Vector2){screenWidth/4.0f*3, 320}, 6, 80, 0, BROWN);
+            DrawPolyLinesEx((Vector2){screenWidth/4.0f*3, 320}, 6, 80, 0, 6, BEIGE);
 
 
             // NOTE: We draw all LINES based shapes together to optimize internal drawing,
             // NOTE: We draw all LINES based shapes together to optimize internal drawing,
             // this way, all LINES are rendered in a single draw pass
             // this way, all LINES are rendered in a single draw pass

+ 2 - 2
examples/shapes/shapes_bouncing_ball.c

@@ -20,7 +20,7 @@ int main(void)
 
 
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball");
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball");
 
 
-    Vector2 ballPosition = { GetScreenWidth()/2, GetScreenHeight()/2 };
+    Vector2 ballPosition = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
     Vector2 ballSpeed = { 5.0f, 4.0f };
     Vector2 ballSpeed = { 5.0f, 4.0f };
     int ballRadius = 20;
     int ballRadius = 20;
 
 
@@ -55,7 +55,7 @@ int main(void)
 
 
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
 
 
-            DrawCircleV(ballPosition, ballRadius, MAROON);
+            DrawCircleV(ballPosition, (float)ballRadius, MAROON);
             DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
             DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
 
 
             // On pause, we draw a blinking message
             // On pause, we draw a blinking message

+ 3 - 3
examples/shapes/shapes_collision_area.c

@@ -22,11 +22,11 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
 
 
     // Box A: Moving box
     // Box A: Moving box
-    Rectangle boxA = { 10, GetScreenHeight()/2 - 50, 200, 100 };
+    Rectangle boxA = { 10, GetScreenHeight()/2.0f - 50, 200, 100 };
     int boxASpeedX = 4;
     int boxASpeedX = 4;
 
 
     // Box B: Mouse moved box
     // Box B: Mouse moved box
-    Rectangle boxB = { GetScreenWidth()/2 - 30, GetScreenHeight()/2 - 30, 60, 60 };
+    Rectangle boxB = { GetScreenWidth()/2.0f - 30, GetScreenHeight()/2.0f - 30, 60, 60 };
 
 
     Rectangle boxCollision = { 0 }; // Collision rectangle
     Rectangle boxCollision = { 0 }; // Collision rectangle
 
 
@@ -58,7 +58,7 @@ int main(void)
         else if (boxB.x <= 0) boxB.x = 0;
         else if (boxB.x <= 0) boxB.x = 0;
 
 
         if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height;
         if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height;
-        else if (boxB.y <= screenUpperLimit) boxB.y = screenUpperLimit;
+        else if (boxB.y <= screenUpperLimit) boxB.y = (float)screenUpperLimit;
 
 
         // Check boxes collision
         // Check boxes collision
         collision = CheckCollisionRecs(boxA, boxB);
         collision = CheckCollisionRecs(boxA, boxB);

+ 3 - 3
examples/shapes/shapes_colors_palette.c

@@ -79,10 +79,10 @@ int main(void)
 
 
                 if (IsKeyDown(KEY_SPACE) || colorState[i])
                 if (IsKeyDown(KEY_SPACE) || colorState[i])
                 {
                 {
-                    DrawRectangle(colorsRecs[i].x, colorsRecs[i].y + colorsRecs[i].height - 26, colorsRecs[i].width, 20, BLACK);
+                    DrawRectangle((int)colorsRecs[i].x, (int)(colorsRecs[i].y + colorsRecs[i].height - 26), (int)colorsRecs[i].width, 20, BLACK);
                     DrawRectangleLinesEx(colorsRecs[i], 6, Fade(BLACK, 0.3f));
                     DrawRectangleLinesEx(colorsRecs[i], 6, Fade(BLACK, 0.3f));
-                    DrawText(colorNames[i], colorsRecs[i].x + colorsRecs[i].width - MeasureText(colorNames[i], 10) - 12,
-                             colorsRecs[i].y + colorsRecs[i].height - 20, 10, colors[i]);
+                    DrawText(colorNames[i], (int)(colorsRecs[i].x + colorsRecs[i].width - MeasureText(colorNames[i], 10) - 12),
+                        (int)(colorsRecs[i].y + colorsRecs[i].height - 20), 10, colors[i]);
                 }
                 }
             }
             }
 
 

+ 4 - 4
examples/shapes/shapes_draw_circle_sector.c

@@ -25,7 +25,7 @@ int main(void)
 
 
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw circle sector");
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw circle sector");
 
 
-    Vector2 center = {(GetScreenWidth() - 300)/2, GetScreenHeight()/2 };
+    Vector2 center = {(GetScreenWidth() - 300)/2.0f, GetScreenHeight()/2.0f };
 
 
     float outerRadius = 180.0f;
     float outerRadius = 180.0f;
     float startAngle = 0.0f;
     float startAngle = 0.0f;
@@ -53,8 +53,8 @@ int main(void)
             DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
             DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
             DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
             DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
 
 
-            DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3));
-            DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.6));
+            DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3f));
+            DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.6f));
 
 
             // Draw GUI controls
             // Draw GUI controls
             //------------------------------------------------------------------------------
             //------------------------------------------------------------------------------
@@ -62,7 +62,7 @@ int main(void)
             endAngle = GuiSliderBar((Rectangle){ 600, 70, 120, 20}, "EndAngle", NULL, endAngle, 0, 720);
             endAngle = GuiSliderBar((Rectangle){ 600, 70, 120, 20}, "EndAngle", NULL, endAngle, 0, 720);
 
 
             outerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20}, "Radius", NULL, outerRadius, 0, 200);
             outerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20}, "Radius", NULL, outerRadius, 0, 200);
-            segments = GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", NULL, segments, 0, 100);
+            segments = (int)GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", NULL, (float)segments, 0, 100);
             //------------------------------------------------------------------------------
             //------------------------------------------------------------------------------
 
 
             minSegments = (int)ceilf((endAngle - startAngle) / 90);
             minSegments = (int)ceilf((endAngle - startAngle) / 90);

+ 8 - 8
examples/shapes/shapes_draw_rectangle_rounded.c

@@ -43,7 +43,7 @@ int main(void)
     {
     {
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        Rectangle rec = { (GetScreenWidth() - width - 250)/2, (GetScreenHeight() - height)/2, width, height };
+        Rectangle rec = { ((float)GetScreenWidth() - width - 250)/2, (GetScreenHeight() - height)/2.0f, (float)width, (float)height };
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
 
 
         // Draw
         // Draw
@@ -55,17 +55,17 @@ int main(void)
             DrawLine(560, 0, 560, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
             DrawLine(560, 0, 560, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
             DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
             DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
 
 
-            if (drawRect) DrawRectangleRec(rec, Fade(GOLD, 0.6));
-            if (drawRoundedRect) DrawRectangleRounded(rec, roundness, segments, Fade(MAROON, 0.2));
-            if (drawRoundedLines) DrawRectangleRoundedLines(rec,roundness, segments, lineThick, Fade(MAROON, 0.4));
+            if (drawRect) DrawRectangleRec(rec, Fade(GOLD, 0.6f));
+            if (drawRoundedRect) DrawRectangleRounded(rec, roundness, segments, Fade(MAROON, 0.2f));
+            if (drawRoundedLines) DrawRectangleRoundedLines(rec,roundness, segments, (float)lineThick, Fade(MAROON, 0.4f));
 
 
             // Draw GUI controls
             // Draw GUI controls
             //------------------------------------------------------------------------------
             //------------------------------------------------------------------------------
-            width = GuiSliderBar((Rectangle){ 640, 40, 105, 20 }, "Width", NULL, width, 0, GetScreenWidth() - 300);
-            height = GuiSliderBar((Rectangle){ 640, 70, 105, 20 }, "Height", NULL, height, 0, GetScreenHeight() - 50);
+            width = (int)GuiSliderBar((Rectangle){ 640, 40, 105, 20 }, "Width", NULL, (float)width, 0, (float)GetScreenWidth() - 300);
+            height = (int)GuiSliderBar((Rectangle){ 640, 70, 105, 20 }, "Height", NULL, (float)height, 0, (float)GetScreenHeight() - 50);
             roundness = GuiSliderBar((Rectangle){ 640, 140, 105, 20 }, "Roundness", NULL, roundness, 0.0f, 1.0f);
             roundness = GuiSliderBar((Rectangle){ 640, 140, 105, 20 }, "Roundness", NULL, roundness, 0.0f, 1.0f);
-            lineThick = GuiSliderBar((Rectangle){ 640, 170, 105, 20 }, "Thickness", NULL, lineThick, 0, 20);
-            segments = GuiSliderBar((Rectangle){ 640, 240, 105, 20}, "Segments", NULL, segments, 0, 60);
+            lineThick = (int)GuiSliderBar((Rectangle){ 640, 170, 105, 20 }, "Thickness", NULL, (float)lineThick, 0, 20);
+            segments = (int)GuiSliderBar((Rectangle){ 640, 240, 105, 20}, "Segments", NULL, (float)segments, 0, 60);
 
 
             drawRoundedRect = GuiCheckBox((Rectangle){ 640, 320, 20, 20 }, "DrawRoundedRect", drawRoundedRect);
             drawRoundedRect = GuiCheckBox((Rectangle){ 640, 320, 20, 20 }, "DrawRoundedRect", drawRoundedRect);
             drawRoundedLines = GuiCheckBox((Rectangle){ 640, 350, 20, 20 }, "DrawRoundedLines", drawRoundedLines);
             drawRoundedLines = GuiCheckBox((Rectangle){ 640, 350, 20, 20 }, "DrawRoundedLines", drawRoundedLines);

+ 5 - 5
examples/shapes/shapes_draw_ring.c

@@ -25,7 +25,7 @@ int main(void)
 
 
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw ring");
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw ring");
 
 
-    Vector2 center = {(GetScreenWidth() - 300)/2, GetScreenHeight()/2 };
+    Vector2 center = {(GetScreenWidth() - 300)/2.0f, GetScreenHeight()/2.0f };
 
 
     float innerRadius = 80.0f;
     float innerRadius = 80.0f;
     float outerRadius = 190.0f;
     float outerRadius = 190.0f;
@@ -59,9 +59,9 @@ int main(void)
             DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
             DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
             DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
             DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
 
 
-            if (drawRing) DrawRing(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3));
-            if (drawRingLines) DrawRingLines(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4));
-            if (drawCircleLines) DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4));
+            if (drawRing) DrawRing(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3f));
+            if (drawRingLines) DrawRingLines(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4f));
+            if (drawCircleLines) DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4f));
 
 
             // Draw GUI controls
             // Draw GUI controls
             //------------------------------------------------------------------------------
             //------------------------------------------------------------------------------
@@ -71,7 +71,7 @@ int main(void)
             innerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20 }, "InnerRadius", NULL, innerRadius, 0, 100);
             innerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20 }, "InnerRadius", NULL, innerRadius, 0, 100);
             outerRadius = GuiSliderBar((Rectangle){ 600, 170, 120, 20 }, "OuterRadius", NULL, outerRadius, 0, 200);
             outerRadius = GuiSliderBar((Rectangle){ 600, 170, 120, 20 }, "OuterRadius", NULL, outerRadius, 0, 200);
 
 
-            segments = GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", NULL, segments, 0, 100);
+            segments = (int)GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", NULL, (float)segments, 0, 100);
 
 
             drawRing = GuiCheckBox((Rectangle){ 600, 320, 20, 20 }, "Draw Ring", drawRing);
             drawRing = GuiCheckBox((Rectangle){ 600, 320, 20, 20 }, "Draw Ring", drawRing);
             drawRingLines = GuiCheckBox((Rectangle){ 600, 350, 20, 20 }, "Draw RingLines", drawRingLines);
             drawRingLines = GuiCheckBox((Rectangle){ 600, 350, 20, 20 }, "Draw RingLines", drawRingLines);

+ 4 - 4
examples/shapes/shapes_easings_ball_anim.c

@@ -41,7 +41,7 @@ int main(void)
         if (state == 0)             // Move ball position X with easing
         if (state == 0)             // Move ball position X with easing
         {
         {
             framesCounter++;
             framesCounter++;
-            ballPositionX = EaseElasticOut(framesCounter, -100, screenWidth/2 + 100, 120);
+            ballPositionX = (int)EaseElasticOut((float)framesCounter, -100, screenWidth/2.0f + 100, 120);
 
 
             if (framesCounter >= 120)
             if (framesCounter >= 120)
             {
             {
@@ -52,7 +52,7 @@ int main(void)
         else if (state == 1)        // Increase ball radius with easing
         else if (state == 1)        // Increase ball radius with easing
         {
         {
             framesCounter++;
             framesCounter++;
-            ballRadius = EaseElasticIn(framesCounter, 20, 500, 200);
+            ballRadius = (int)EaseElasticIn((float)framesCounter, 20, 500, 200);
 
 
             if (framesCounter >= 200)
             if (framesCounter >= 200)
             {
             {
@@ -63,7 +63,7 @@ int main(void)
         else if (state == 2)        // Change ball alpha with easing (background color blending)
         else if (state == 2)        // Change ball alpha with easing (background color blending)
         {
         {
             framesCounter++;
             framesCounter++;
-            ballAlpha = EaseCubicOut(framesCounter, 0.0f, 1.0f, 200);
+            ballAlpha = EaseCubicOut((float)framesCounter, 0.0f, 1.0f, 200);
 
 
             if (framesCounter >= 200)
             if (framesCounter >= 200)
             {
             {
@@ -93,7 +93,7 @@ int main(void)
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
 
 
             if (state >= 2) DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
             if (state >= 2) DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
-            DrawCircle(ballPositionX, 200, ballRadius, Fade(RED, 1.0f - ballAlpha));
+            DrawCircle(ballPositionX, 200, (float)ballRadius, Fade(RED, 1.0f - ballAlpha));
 
 
             if (state == 3) DrawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, BLACK);
             if (state == 3) DrawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, BLACK);
 
 

+ 8 - 8
examples/shapes/shapes_easings_box_anim.c

@@ -23,7 +23,7 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box anim");
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box anim");
 
 
     // Box variables to be animated with easings
     // Box variables to be animated with easings
-    Rectangle rec = { GetScreenWidth()/2, -100, 100, 100 };
+    Rectangle rec = { GetScreenWidth()/2.0f, -100, 100, 100 };
     float rotation = 0.0f;
     float rotation = 0.0f;
     float alpha = 1.0f;
     float alpha = 1.0f;
 
 
@@ -46,7 +46,7 @@ int main(void)
 
 
                 // NOTE: Remember that 3rd parameter of easing function refers to
                 // NOTE: Remember that 3rd parameter of easing function refers to
                 // desired value variation, do not confuse it with expected final value!
                 // desired value variation, do not confuse it with expected final value!
-                rec.y = EaseElasticOut(framesCounter, -100, GetScreenHeight()/2 + 100, 120);
+                rec.y = EaseElasticOut((float)framesCounter, -100, GetScreenHeight()/2.0f + 100, 120);
 
 
                 if (framesCounter >= 120)
                 if (framesCounter >= 120)
                 {
                 {
@@ -57,8 +57,8 @@ int main(void)
             case 1:     // Scale box to an horizontal bar
             case 1:     // Scale box to an horizontal bar
             {
             {
                 framesCounter++;
                 framesCounter++;
-                rec.height = EaseBounceOut(framesCounter, 100, -90, 120);
-                rec.width = EaseBounceOut(framesCounter, 100, GetScreenWidth(), 120);
+                rec.height = EaseBounceOut((float)framesCounter, 100, -90, 120);
+                rec.width = EaseBounceOut((float)framesCounter, 100, (float)GetScreenWidth(), 120);
 
 
                 if (framesCounter >= 120)
                 if (framesCounter >= 120)
                 {
                 {
@@ -69,7 +69,7 @@ int main(void)
             case 2:     // Rotate horizontal bar rectangle
             case 2:     // Rotate horizontal bar rectangle
             {
             {
                 framesCounter++;
                 framesCounter++;
-                rotation = EaseQuadOut(framesCounter, 0.0f, 270.0f, 240);
+                rotation = EaseQuadOut((float)framesCounter, 0.0f, 270.0f, 240);
 
 
                 if (framesCounter >= 240)
                 if (framesCounter >= 240)
                 {
                 {
@@ -80,7 +80,7 @@ int main(void)
             case 3:     // Increase bar size to fill all screen
             case 3:     // Increase bar size to fill all screen
             {
             {
                 framesCounter++;
                 framesCounter++;
-                rec.height = EaseCircOut(framesCounter, 10, GetScreenWidth(), 120);
+                rec.height = EaseCircOut((float)framesCounter, 10, (float)GetScreenWidth(), 120);
 
 
                 if (framesCounter >= 120)
                 if (framesCounter >= 120)
                 {
                 {
@@ -91,7 +91,7 @@ int main(void)
             case 4:     // Fade out animation
             case 4:     // Fade out animation
             {
             {
                 framesCounter++;
                 framesCounter++;
-                alpha = EaseSineOut(framesCounter, 1.0f, -1.0f, 160);
+                alpha = EaseSineOut((float)framesCounter, 1.0f, -1.0f, 160);
 
 
                 if (framesCounter >= 160)
                 if (framesCounter >= 160)
                 {
                 {
@@ -105,7 +105,7 @@ int main(void)
         // Reset animation at any moment
         // Reset animation at any moment
         if (IsKeyPressed(KEY_SPACE))
         if (IsKeyPressed(KEY_SPACE))
         {
         {
-            rec = (Rectangle){ GetScreenWidth()/2, -100, 100, 100 };
+            rec = (Rectangle){ GetScreenWidth()/2.0f, -100, 100, 100 };
             rotation = 0.0f;
             rotation = 0.0f;
             alpha = 1.0f;
             alpha = 1.0f;
             state = 0;
             state = 0;

+ 5 - 5
examples/shapes/shapes_easings_rectangle_array.c

@@ -39,8 +39,8 @@ int main(void)
     {
     {
         for (int x = 0; x < MAX_RECS_X; x++)
         for (int x = 0; x < MAX_RECS_X; x++)
         {
         {
-            recs[y*MAX_RECS_X + x].x = RECS_WIDTH/2 + RECS_WIDTH*x;
-            recs[y*MAX_RECS_X + x].y = RECS_HEIGHT/2 + RECS_HEIGHT*y;
+            recs[y*MAX_RECS_X + x].x = RECS_WIDTH/2.0f + RECS_WIDTH*x;
+            recs[y*MAX_RECS_X + x].y = RECS_HEIGHT/2.0f + RECS_HEIGHT*y;
             recs[y*MAX_RECS_X + x].width = RECS_WIDTH;
             recs[y*MAX_RECS_X + x].width = RECS_WIDTH;
             recs[y*MAX_RECS_X + x].height = RECS_HEIGHT;
             recs[y*MAX_RECS_X + x].height = RECS_HEIGHT;
         }
         }
@@ -64,15 +64,15 @@ int main(void)
 
 
             for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
             for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
             {
             {
-                recs[i].height = EaseCircOut(framesCounter, RECS_HEIGHT, -RECS_HEIGHT, PLAY_TIME_IN_FRAMES);
-                recs[i].width = EaseCircOut(framesCounter, RECS_WIDTH, -RECS_WIDTH, PLAY_TIME_IN_FRAMES);
+                recs[i].height = EaseCircOut((float)framesCounter, RECS_HEIGHT, -RECS_HEIGHT, PLAY_TIME_IN_FRAMES);
+                recs[i].width = EaseCircOut((float)framesCounter, RECS_WIDTH, -RECS_WIDTH, PLAY_TIME_IN_FRAMES);
 
 
                 if (recs[i].height < 0) recs[i].height = 0;
                 if (recs[i].height < 0) recs[i].height = 0;
                 if (recs[i].width < 0) recs[i].width = 0;
                 if (recs[i].width < 0) recs[i].width = 0;
 
 
                 if ((recs[i].height == 0) && (recs[i].width == 0)) state = 1;   // Finish playing
                 if ((recs[i].height == 0) && (recs[i].width == 0)) state = 1;   // Finish playing
 
 
-                rotation = EaseLinearIn(framesCounter, 0.0f, 360.0f, PLAY_TIME_IN_FRAMES);
+                rotation = EaseLinearIn((float)framesCounter, 0.0f, 360.0f, PLAY_TIME_IN_FRAMES);
             }
             }
         }
         }
         else if ((state == 1) && IsKeyPressed(KEY_SPACE))
         else if ((state == 1) && IsKeyPressed(KEY_SPACE))

+ 5 - 5
examples/text/text_input_box.c

@@ -25,7 +25,7 @@ int main(void)
     char name[MAX_INPUT_CHARS + 1] = "\0";      // NOTE: One extra space required for null terminator char '\0'
     char name[MAX_INPUT_CHARS + 1] = "\0";      // NOTE: One extra space required for null terminator char '\0'
     int letterCount = 0;
     int letterCount = 0;
 
 
-    Rectangle textBox = { screenWidth/2 - 100, 180, 225, 50 };
+    Rectangle textBox = { screenWidth/2.0f - 100, 180, 225, 50 };
     bool mouseOnText = false;
     bool mouseOnText = false;
 
 
     int framesCounter = 0;
     int framesCounter = 0;
@@ -85,10 +85,10 @@ int main(void)
             DrawText("PLACE MOUSE OVER INPUT BOX!", 240, 140, 20, GRAY);
             DrawText("PLACE MOUSE OVER INPUT BOX!", 240, 140, 20, GRAY);
 
 
             DrawRectangleRec(textBox, LIGHTGRAY);
             DrawRectangleRec(textBox, LIGHTGRAY);
-            if (mouseOnText) DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, RED);
-            else DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, DARKGRAY);
+            if (mouseOnText) DrawRectangleLines((int)textBox.x, (int)textBox.y, (int)textBox.width, (int)textBox.height, RED);
+            else DrawRectangleLines((int)textBox.x, (int)textBox.y, (int)textBox.width, (int)textBox.height, DARKGRAY);
 
 
-            DrawText(name, textBox.x + 5, textBox.y + 8, 40, MAROON);
+            DrawText(name, (int)textBox.x + 5, (int)textBox.y + 8, 40, MAROON);
 
 
             DrawText(TextFormat("INPUT CHARS: %i/%i", letterCount, MAX_INPUT_CHARS), 315, 250, 20, DARKGRAY);
             DrawText(TextFormat("INPUT CHARS: %i/%i", letterCount, MAX_INPUT_CHARS), 315, 250, 20, DARKGRAY);
 
 
@@ -97,7 +97,7 @@ int main(void)
                 if (letterCount < MAX_INPUT_CHARS)
                 if (letterCount < MAX_INPUT_CHARS)
                 {
                 {
                     // Draw blinking underscore char
                     // Draw blinking underscore char
-                    if (((framesCounter/20)%2) == 0) DrawText("_", textBox.x + 8 + MeasureText(name, 40), textBox.y + 12, 40, MAROON);
+                    if (((framesCounter/20)%2) == 0) DrawText("_", (int)textBox.x + 8 + MeasureText(name, 40), (int)textBox.y + 12, 40, MAROON);
                 }
                 }
                 else DrawText("Press BACKSPACE to delete chars...", 230, 300, 20, GRAY);
                 else DrawText("Press BACKSPACE to delete chars...", 230, 300, 20, GRAY);
             }
             }

+ 2 - 2
examples/textures/textures_sprite_explosion.c

@@ -32,8 +32,8 @@ int main(void)
     Texture2D explosion = LoadTexture("resources/explosion.png");
     Texture2D explosion = LoadTexture("resources/explosion.png");
 
 
     // Init variables for animation
     // Init variables for animation
-    float frameWidth = explosion.width/NUM_FRAMES_PER_LINE;   // Sprite one frame rectangle width
-    float frameHeight = explosion.height/NUM_LINES;           // Sprite one frame rectangle height
+    float frameWidth = (float)(explosion.width/NUM_FRAMES_PER_LINE);   // Sprite one frame rectangle width
+    float frameHeight = (float)(explosion.height/NUM_LINES);           // Sprite one frame rectangle height
     int currentFrame = 0;
     int currentFrame = 0;
     int currentLine = 0;
     int currentLine = 0;
 
 

+ 2 - 2
src/extras/raygui.h

@@ -2322,7 +2322,7 @@ bool GuiTextBoxMulti(Rectangle bounds, char *text, int textSize, bool editMode)
             {
             {
                 int glyphWidth = 0;
                 int glyphWidth = 0;
                 if (glyphInfo.advanceX != 0) glyphWidth += glyphInfo.advanceX;
                 if (glyphInfo.advanceX != 0) glyphWidth += glyphInfo.advanceX;
-                else glyphWidth += (atlasRec.width + glyphInfo.offsetX);
+                else glyphWidth += (int)(atlasRec.width + glyphInfo.offsetX);
             
             
                 // Jump line if the end of the text box area has been reached
                 // Jump line if the end of the text box area has been reached
                 if ((cursorPos.x + (glyphWidth*scaleFactor)) > (textAreaBounds.x + textAreaBounds.width))
                 if ((cursorPos.x + (glyphWidth*scaleFactor)) > (textAreaBounds.x + textAreaBounds.width))
@@ -2355,7 +2355,7 @@ bool GuiTextBoxMulti(Rectangle bounds, char *text, int textSize, bool editMode)
             
             
             int glyphWidth = 0;
             int glyphWidth = 0;
             if (glyphInfo.advanceX != 0) glyphWidth += glyphInfo.advanceX;
             if (glyphInfo.advanceX != 0) glyphWidth += glyphInfo.advanceX;
-            else glyphWidth += (atlasRec.width + glyphInfo.offsetX);
+            else glyphWidth += (int)(atlasRec.width + glyphInfo.offsetX);
             
             
             cursorPos.x += (glyphWidth*scaleFactor + (float)GuiGetStyle(DEFAULT, TEXT_SPACING));
             cursorPos.x += (glyphWidth*scaleFactor + (float)GuiGetStyle(DEFAULT, TEXT_SPACING));
             //if (i > lastSpacePos) lastSpaceWidth += (atlasRec.width + (float)GuiGetStyle(DEFAULT, TEXT_SPACING));
             //if (i > lastSpacePos) lastSpaceWidth += (atlasRec.width + (float)GuiGetStyle(DEFAULT, TEXT_SPACING));