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https://github.com/raysan5/raylib.git
synced 2026-04-10 01:09:10 -04:00
MSVC warnings (#5595)
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@ -225,7 +225,7 @@ int main(void)
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NULL, TextFormat("x%.1f", animFrameSpeed0), &animFrameSpeed0, 0.1f, 2.0f);
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GuiEnable();
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if (dropdownEditMode1) GuiDisable();
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GuiSlider((Rectangle){ GetScreenWidth() - 170, 38, 160, 12 },
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GuiSlider((Rectangle){ GetScreenWidth() - 170.0f, 38, 160, 12 },
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TextFormat("%.1fx", animFrameSpeed1), NULL, &animFrameSpeed1, 0.1f, 2.0f);
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GuiEnable();
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@ -241,23 +241,23 @@ int main(void)
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GuiProgressBar((Rectangle){ 180, 14, 440, 16 }, NULL, NULL, &animBlendProgress, 0.0f, 1.0f);
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GuiSetStyle(PROGRESSBAR, PROGRESS_SIDE, 0); // Reset to Left-->Right
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if (GuiDropdownBox((Rectangle){ GetScreenWidth() - 170, 10, 160, 24 }, TextJoin(animNames, animCount, ";"),
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if (GuiDropdownBox((Rectangle){ GetScreenWidth() - 170.0f, 10, 160, 24 }, TextJoin(animNames, animCount, ";"),
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&animIndex1, dropdownEditMode1)) dropdownEditMode1 = !dropdownEditMode1;
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// Draw playing timeline with keyframes for anim0[]
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GuiProgressBar((Rectangle){ 60, GetScreenHeight() - 60, GetScreenWidth() - 180, 20 }, "ANIM 0",
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GuiProgressBar((Rectangle){ 60, GetScreenHeight() - 60.0f, GetScreenWidth() - 180.0f, 20 }, "ANIM 0",
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TextFormat("FRAME: %.2f / %i", animFrameProgress0, anims[animIndex0].keyframeCount),
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&animFrameProgress0, 0.0f, (float)anims[animIndex0].keyframeCount);
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for (int i = 0; i < anims[animIndex0].keyframeCount; i++)
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DrawRectangle(60 + ((float)(GetScreenWidth() - 180)/(float)anims[animIndex0].keyframeCount)*(float)i,
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DrawRectangle(60 + (int)(((float)(GetScreenWidth() - 180)/(float)anims[animIndex0].keyframeCount)*(float)i),
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GetScreenHeight() - 60, 1, 20, BLUE);
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// Draw playing timeline with keyframes for anim1[]
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GuiProgressBar((Rectangle){ 60, GetScreenHeight() - 30, GetScreenWidth() - 180, 20 }, "ANIM 1",
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GuiProgressBar((Rectangle){ 60, GetScreenHeight() - 30.0f, GetScreenWidth() - 180.0f, 20 }, "ANIM 1",
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TextFormat("FRAME: %.2f / %i", animFrameProgress1, anims[animIndex1].keyframeCount),
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&animFrameProgress1, 0.0f, (float)anims[animIndex1].keyframeCount);
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for (int i = 0; i < anims[animIndex1].keyframeCount; i++)
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DrawRectangle(60 + ((float)(GetScreenWidth() - 180)/(float)anims[animIndex1].keyframeCount)*(float)i,
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DrawRectangle(60 + (int)(((float)(GetScreenWidth() - 180)/(float)anims[animIndex1].keyframeCount)*(float)i),
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GetScreenHeight() - 30, 1, 20, BLUE);
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//---------------------------------------------------------------------------------------------
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@ -108,12 +108,12 @@ int main(void)
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&animFrameSpeed, 0.1f, 2.0f);
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// Draw playing timeline with keyframes
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GuiLabel((Rectangle){ 10, GetScreenHeight() - 64, GetScreenWidth() - 20, 24 },
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GuiLabel((Rectangle){ 10, GetScreenHeight() - 64.0f, GetScreenWidth() - 20.0f, 24 },
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TextFormat("CURRENT FRAME: %.2f / %i", animFrameProgress, anims[animIndex].keyframeCount));
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GuiProgressBar((Rectangle){ 10, GetScreenHeight() - 40, GetScreenWidth() - 20, 24 }, NULL, NULL,
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GuiProgressBar((Rectangle){ 10, GetScreenHeight() - 40.0f, GetScreenWidth() - 20.0f, 24 }, NULL, NULL,
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&animFrameProgress, 0.0f, (float)anims[animIndex].keyframeCount);
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for (int i = 0; i < anims[animIndex].keyframeCount; i++)
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DrawRectangle(10 + ((float)(GetScreenWidth() - 20)/(float)anims[animIndex].keyframeCount)*(float)i,
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DrawRectangle(10 + (int)(((float)(GetScreenWidth() - 20)/(float)anims[animIndex].keyframeCount)*(float)i),
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GetScreenHeight() - 40, 1, 24, BLUE);
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EndDrawing();
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@ -116,7 +116,7 @@ int main(void)
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// Update model animation
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ModelAnimation anim = modelAnimations[animIndex];
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animCurrentFrame = (animCurrentFrame + 1)%anim.keyframeCount;
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UpdateModelAnimation(characterModel, anim, animCurrentFrame);
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UpdateModelAnimation(characterModel, anim, (float)animCurrentFrame);
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//----------------------------------------------------------------------------------
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// Draw
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@ -129,7 +129,7 @@ int main(void)
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// Draw character
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Quaternion characterRotate = QuaternionFromAxisAngle((Vector3){ 0.0f, 1.0f, 0.0f }, angle*DEG2RAD);
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characterModel.transform = MatrixMultiply(QuaternionToMatrix(characterRotate), MatrixTranslate(position.x, position.y, position.z));
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UpdateModelAnimation(characterModel, anim, animCurrentFrame);
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UpdateModelAnimation(characterModel, anim, (float)animCurrentFrame);
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DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
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// Draw equipments (hat, sword, shield)
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