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

[Examples] Fix cast warnings in examples.
Ray 4 months ago
parent
commit
f6d05cc5e6
2 changed files with 13 additions and 13 deletions
  1. 5 5
      examples/core/core_high_dpi.c
  2. 8 8
      examples/shaders/shaders_rounded_rectangle.c

+ 5 - 5
examples/core/core_high_dpi.c

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

+ 8 - 8
examples/shaders/shaders_rounded_rectangle.c

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