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[Examples] Warning fixes (pt 1) (#1668)

* Fix some warnings in examples.

* cleanups from review

Co-authored-by: Jeffery Myers <[email protected]>
Jeffery Myers 4 лет назад
Родитель
Сommit
e48b9a6da1
30 измененных файлов с 104 добавлено и 103 удалено
  1. 12 12
      examples/core/core_input_gamepad.c
  2. 1 1
      examples/core/core_input_gestures.c
  3. 2 2
      examples/core/core_input_multitouch.c
  4. 1 1
      examples/core/core_scissor_test.c
  5. 1 1
      examples/core/core_vr_simulator.c
  6. 3 3
      examples/core/core_window_flags.c
  7. 1 1
      examples/core/core_window_letterbox.c
  8. 1 1
      examples/core/core_world_screen.c
  9. 1 1
      examples/models/models_cubicmap.c
  10. 1 1
      examples/models/models_first_person_maze.c
  11. 5 4
      examples/models/models_material_pbr.c
  12. 2 2
      examples/models/models_mesh_picking.c
  13. 2 2
      examples/models/models_skybox.c
  14. 1 1
      examples/shaders/shaders_postprocessing.c
  15. 6 6
      examples/shaders/shaders_rlgl_mesh_instanced.c
  16. 2 2
      examples/shaders/shaders_simple_mask.c
  17. 1 1
      examples/shaders/shaders_texture_drawing.c
  18. 2 2
      examples/text/text_font_loading.c
  19. 1 1
      examples/text/text_font_sdf.c
  20. 7 7
      examples/text/text_font_spritefont.c
  21. 2 2
      examples/text/text_raylib_fonts.c
  22. 6 6
      examples/text/text_rectangle_bounds.c
  23. 7 7
      examples/text/text_unicode.c
  24. 1 1
      examples/textures/textures_bunnymark.c
  25. 7 7
      examples/textures/textures_draw_tiled.c
  26. 5 5
      examples/textures/textures_mouse_painting.c
  27. 3 3
      examples/textures/textures_sprite_button.c
  28. 4 4
      examples/textures/textures_sprite_explosion.c
  29. 8 8
      projects/VS2019/examples/core_custom_logging.vcxproj
  30. 8 8
      projects/VS2019/examples/core_input_gestures.vcxproj

+ 12 - 12
examples/core/core_input_gamepad.c

@@ -92,20 +92,20 @@ int main(void)
                     // Draw axis: left joystick
                     DrawCircle(259, 152, 39, BLACK);
                     DrawCircle(259, 152, 34, LIGHTGRAY);
-                    DrawCircle(259 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X)*20),
-                               152 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
+                    DrawCircle(259 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X)*20),
+                               152 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
 
                     // Draw axis: right joystick
                     DrawCircle(461, 237, 38, BLACK);
                     DrawCircle(461, 237, 33, LIGHTGRAY);
-                    DrawCircle(461 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
-                               237 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
+                    DrawCircle(461 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
+                               237 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
 
                     // Draw axis: left-right triggers
                     DrawRectangle(170, 30, 15, 70, GRAY);
                     DrawRectangle(604, 30, 15, 70, GRAY);
-                    DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
-                    DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
+                    DrawRectangle(170, 30, 15, (((1 + (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER))/2)*70), RED);
+                    DrawRectangle(604, 30, 15, (((1 + (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER))/2)*70), RED);
 
                     //DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
                     //DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
@@ -140,20 +140,20 @@ int main(void)
                     // Draw axis: left joystick
                     DrawCircle(319, 255, 35, BLACK);
                     DrawCircle(319, 255, 31, LIGHTGRAY);
-                    DrawCircle(319 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X)*20),
-                               255 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
+                    DrawCircle(319 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) * 20),
+                               255 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) * 20), 25, BLACK);
 
                     // Draw axis: right joystick
                     DrawCircle(475, 255, 35, BLACK);
                     DrawCircle(475, 255, 31, LIGHTGRAY);
-                    DrawCircle(475 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
-                               255 + (GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
+                    DrawCircle(475 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
+                               255 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
 
                     // Draw axis: left-right triggers
                     DrawRectangle(169, 48, 15, 70, GRAY);
                     DrawRectangle(611, 48, 15, 70, GRAY);
-                    DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
-                    DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
+                    DrawRectangle(169, 48, 15, (((1 - (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER)) / 2) * 70), RED);
+                    DrawRectangle(611, 48, 15, (((1 - (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER)) / 2) * 70), RED);
                 }
                 else
                 {

+ 1 - 1
examples/core/core_input_gestures.c

@@ -24,7 +24,7 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
 
     Vector2 touchPosition = { 0, 0 };
-    Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 };
+    Rectangle touchArea = { 220, 10, screenWidth - 230.0f, screenHeight - 20.0f };
 
     int gesturesCount = 0;
     char gestureStrings[MAX_GESTURE_STRINGS][32];

+ 2 - 2
examples/core/core_input_multitouch.c

@@ -68,12 +68,12 @@ int main(void)
                 {
                     // Draw circle and touch index number
                     DrawCircleV(touchPosition, 34, ORANGE);
-                    DrawText(TextFormat("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK);
+                    DrawText(TextFormat("%d", i), (int)touchPosition.x - 10, (int)touchPosition.y - 70, 40, BLACK);
                 }
             }
 
             // Draw the normal mouse location
-            DrawCircleV(ballPosition, 30 + (touchCounter*3), ballColor);
+            DrawCircleV(ballPosition, 30 + (touchCounter*3.0f), ballColor);
 
             DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
             DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);

+ 1 - 1
examples/core/core_scissor_test.c

@@ -46,7 +46,7 @@ int main(void)
 
             ClearBackground(RAYWHITE);
 
-            if (scissorMode) BeginScissorMode(scissorArea.x, scissorArea.y, scissorArea.width, scissorArea.height);
+            if (scissorMode) BeginScissorMode((int)scissorArea.x, (int)scissorArea.y, (int)scissorArea.width, (int)scissorArea.height);
 
             // Draw full screen rectangle and some text
             // NOTE: Only part defined by scissor area will be rendered

+ 1 - 1
examples/core/core_vr_simulator.c

@@ -116,7 +116,7 @@ int main(void)
             EndVrDrawing();
             
             BeginShaderMode(distortion);
-                DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
+                DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
             EndShaderMode();
 
             DrawFPS(10, 10);

+ 3 - 3
examples/core/core_window_flags.c

@@ -39,9 +39,9 @@ int main(void)
     //SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);
     InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags");
 
-    Vector2 ballPosition = { GetScreenWidth() / 2, GetScreenHeight() / 2 };
+    Vector2 ballPosition = { GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f };
     Vector2 ballSpeed = { 5.0f, 4.0f };
-    int ballRadius = 20;
+    float ballRadius = 20;
 
     int framesCounter = 0;
 
@@ -139,7 +139,7 @@ int main(void)
         else ClearBackground(RAYWHITE);
 
         DrawCircleV(ballPosition, ballRadius, MAROON);
-        DrawRectangleLinesEx((Rectangle) { 0, 0, GetScreenWidth(), GetScreenHeight() }, 4, RAYWHITE);
+        DrawRectangleLinesEx((Rectangle) { 0, 0, (float)GetScreenWidth(), (float)GetScreenHeight() }, 4, RAYWHITE);
 
         DrawCircleV(GetMousePosition(), 10, DARKBLUE);
 

+ 1 - 1
examples/core/core_window_letterbox.c

@@ -98,7 +98,7 @@ int main(void)
 
             // Draw RenderTexture2D to window, properly scaled
             DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
-                           (Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5,
+                           (Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5f, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5f,
                            (float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
 
         EndDrawing();

+ 1 - 1
examples/core/core_world_screen.c

@@ -62,7 +62,7 @@ int main(void)
 
             EndMode3D();
 
-            DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, cubeScreenPosition.y, 20, BLACK);
+            DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
             DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))/2, 25, 20, GRAY);
 
         EndDrawing();

+ 1 - 1
examples/models/models_cubicmap.c

@@ -62,7 +62,7 @@ int main(void)
 
             EndMode3D();
 
-            DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
+            DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
             DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
 
             DrawText("cubicmap image used to", 658, 90, 10, GRAY);

+ 1 - 1
examples/models/models_first_person_maze.c

@@ -95,7 +95,7 @@ int main(void)
                 DrawModel(model, mapPosition, 1.0f, WHITE);                     // Draw maze map
             EndMode3D();
 
-            DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
+            DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
             DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
 
             // Draw player position radar

+ 5 - 4
examples/models/models_material_pbr.c

@@ -14,6 +14,7 @@
 
 #include "raylib.h"
 #include "raymath.h"
+#include "rlgl.h"
 
 #include <stdio.h>
 
@@ -187,7 +188,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
     Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
 #endif
     SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
-    TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
+    TextureCubemap cubemap = rlGenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
     UnloadTexture(panorama);
     UnloadShader(shdrCubemap);
     //--------------------------------------------------------------------------------------------------------
@@ -201,7 +202,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
     Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs");
 #endif
     SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
-    mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
+    mat.maps[MATERIAL_MAP_IRRADIANCE].texture = rlGenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
     UnloadShader(shdrIrradiance);
     //--------------------------------------------------------------------------------------------------------
     
@@ -214,7 +215,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
     Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs");
 #endif
     SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
-    mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
+    mat.maps[MATERIAL_MAP_PREFILTER].texture = rlGenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
     UnloadTexture(cubemap);
     UnloadShader(shdrPrefilter);
     //--------------------------------------------------------------------------------------------------------
@@ -226,7 +227,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
 #else
     Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
 #endif
-    mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
+    mat.maps[MATERIAL_MAP_BRDG].texture = rlGenTextureBRDF(shdrBRDF, BRDF_SIZE);
     UnloadShader(shdrBRDF);
     //--------------------------------------------------------------------------------------------------------
 

+ 2 - 2
examples/models/models_mesh_picking.c

@@ -142,8 +142,8 @@ int main(void)
                 // If we hit something, draw the cursor at the hit point
                 if (nearestHit.hit)
                 {
-                    DrawCube(nearestHit.position, 0.3, 0.3, 0.3, cursorColor);
-                    DrawCubeWires(nearestHit.position, 0.3, 0.3, 0.3, RED);
+                    DrawCube(nearestHit.position, 0.3f, 0.3f, 0.3f, cursorColor);
+                    DrawCubeWires(nearestHit.position, 0.3f, 0.3f, 0.3f, RED);
 
                     Vector3 normalEnd;
                     normalEnd.x = nearestHit.position.x + nearestHit.normal.x;

+ 2 - 2
examples/models/models_skybox.c

@@ -62,7 +62,7 @@ int main(void)
         // NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
         // NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment,
         // despite texture can be successfully created.. so using PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 instead of PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
-        skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
+        skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = rlGenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
 
         UnloadTexture(panorama);    // Texture not required anymore, cubemap already generated
     }
@@ -102,7 +102,7 @@ int main(void)
                         Texture2D panorama = LoadTexture(droppedFiles[0]);
                         
                         // Generate cubemap from panorama texture
-                        skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
+                        skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = rlGenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
                         UnloadTexture(panorama);
                     }
                     else

+ 1 - 1
examples/shaders/shaders_postprocessing.c

@@ -146,7 +146,7 @@ int main(void)
             BeginShaderMode(shaders[currentShader]);
 
                 // 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);
 
             EndShaderMode();
 

+ 6 - 6
examples/shaders/shaders_rlgl_mesh_instanced.c

@@ -56,14 +56,14 @@ int main(void)
     // Scatter random cubes around
     for (int i = 0; i < count; i++)
     {
-        float x = GetRandomValue(-50, 50);
-        float y = GetRandomValue(-50, 50);
-        float z = GetRandomValue(-50, 50);
+        float x = (float)GetRandomValue(-50, 50);
+        float y = (float)GetRandomValue(-50, 50);
+        float z = (float)GetRandomValue(-50, 50);
         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});
         float angle = (float)GetRandomValue(0, 10) * DEG2RAD;
 

+ 2 - 2
examples/shaders/shaders_simple_mask.c

@@ -45,10 +45,10 @@ int main(void)
     camera.projection = CAMERA_PERSPECTIVE;
 
     // Define our three models to show the shader on
-    Mesh torus = GenMeshTorus(.3, 1, 16, 32);
+    Mesh torus = GenMeshTorus(0.3f, 1, 16, 32);
     Model model1 = LoadModelFromMesh(torus);
 
-    Mesh cube = GenMeshCube(.8,.8,.8);
+    Mesh cube = GenMeshCube(0.8f,0.8f,0.8f);
     Model model2 = LoadModelFromMesh(cube);
 
     // Generate model to be shaded just to see the gaps in the other two

+ 1 - 1
examples/shaders/shaders_texture_drawing.c

@@ -49,7 +49,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        time = GetTime();
+        time = (float)GetTime();
         SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
         //----------------------------------------------------------------------------------
 

+ 2 - 2
examples/text/text_font_loading.c

@@ -66,12 +66,12 @@ int main(void)
 
             if (!useTtf)
             {
-                DrawTextEx(fontBm, msg, (Vector2){ 20.0f, 100.0f }, fontBm.baseSize, 2, MAROON);
+                DrawTextEx(fontBm, msg, (Vector2){ 20.0f, 100.0f }, (float)fontBm.baseSize, 2, MAROON);
                 DrawText("Using BMFont (Angelcode) imported", 20, GetScreenHeight() - 30, 20, GRAY);
             }
             else
             {
-                DrawTextEx(fontTtf, msg, (Vector2){ 20.0f, 100.0f }, fontTtf.baseSize, 2, LIME);
+                DrawTextEx(fontTtf, msg, (Vector2){ 20.0f, 100.0f }, (float)fontTtf.baseSize, 2, LIME);
                 DrawText("Using TTF font generated", 20, GetScreenHeight() - 30, 20, GRAY);
             }
 

+ 1 - 1
examples/text/text_font_sdf.c

@@ -66,7 +66,7 @@ int main(void)
     Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
     SetTextureFilter(fontSDF.texture, FILTER_BILINEAR);    // Required for SDF font
 
-    Vector2 fontPosition = { 40, screenHeight/2 - 50 };
+    Vector2 fontPosition = { 40, screenHeight/2.0f - 50 };
     Vector2 textSize = { 0.0f, 0.0f };
     float fontSize = 16.0f;
     int currentFont = 0;            // 0 - fontDefault, 1 - fontSDF

+ 7 - 7
examples/text/text_font_spritefont.c

@@ -38,14 +38,14 @@ int main(void)
     Font font2 = LoadFont("resources/custom_alagard.png");        // Font loading
     Font font3 = LoadFont("resources/custom_jupiter_crash.png");  // Font loading
 
-    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();
         //----------------------------------------------------------------------------------

+ 2 - 2
examples/text/text_raylib_fonts.c

@@ -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();

+ 6 - 6
examples/text/text_rectangle_bounds.c

@@ -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

+ 7 - 7
examples/text/text_unicode.c

@@ -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);
             }
             //------------------------------------------------------------------------------
 

+ 1 - 1
examples/textures/textures_bunnymark.c

@@ -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);

+ 7 - 7
examples/textures/textures_draw_tiled.c

@@ -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);

+ 5 - 5
examples/textures/textures_mouse_painting.c

@@ -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)

+ 3 - 3
examples/textures/textures_sprite_button.c

@@ -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

+ 4 - 4
examples/textures/textures_sprite_explosion.c

@@ -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

+ 8 - 8
projects/VS2019/examples/core_custom_logging.vcxproj

@@ -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>

+ 8 - 8
projects/VS2019/examples/core_input_gestures.vcxproj

@@ -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>