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Cleanup warnings in examples (#5467)
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@ -67,7 +67,7 @@ int main(void)
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if (IsKeyPressed(KEY_RIGHT)) gamepad++;
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Vector2 mousePosition = GetMousePosition();
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vibrateButton = (Rectangle){ 10, 70 + 20*GetGamepadAxisCount(gamepad) + 20, 75, 24 };
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vibrateButton = (Rectangle){ 10, 70.0f + 20*GetGamepadAxisCount(gamepad) + 20, 75, 24 };
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mousePosition, vibrateButton)) SetGamepadVibration(gamepad, 1.0, 1.0, 1.0);
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//----------------------------------------------------------------------------------
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@ -262,7 +262,7 @@ int main(void)
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// Draw vibrate button
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DrawRectangleRec(vibrateButton, SKYBLUE);
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DrawText("VIBRATE", vibrateButton.x + 14, vibrateButton.y + 1, 10, DARKGRAY);
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DrawText("VIBRATE", (int)(vibrateButton.x + 14), (int)(vibrateButton.y + 1), 10, DARKGRAY);
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if (GetGamepadButtonPressed() != GAMEPAD_BUTTON_UNKNOWN) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
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else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
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@ -112,16 +112,16 @@ int main(void)
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if (CheckCollisionPointRec(mousePosition, decreaseResolutionButton) && mousePressed)
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{
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resolutionIndex = (resolutionIndex + RESOLUTION_COUNT - 1)%RESOLUTION_COUNT;
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gameWidth = resolutionList[resolutionIndex].x;
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gameHeight = resolutionList[resolutionIndex].y;
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gameWidth = (int)resolutionList[resolutionIndex].x;
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gameHeight = (int)resolutionList[resolutionIndex].y;
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ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
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}
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if (CheckCollisionPointRec(mousePosition, increaseResolutionButton) && mousePressed)
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{
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resolutionIndex = (resolutionIndex + 1)%RESOLUTION_COUNT;
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gameWidth = resolutionList[resolutionIndex].x;
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gameHeight = resolutionList[resolutionIndex].y;
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gameWidth = (int)resolutionList[resolutionIndex].x;
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gameHeight = (int)resolutionList[resolutionIndex].y;
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ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
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}
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@ -145,7 +145,7 @@ int main(void)
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// Draw our scene to the render texture
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BeginTextureMode(target);
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ClearBackground(WHITE);
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DrawCircle(textureMousePosition.x, textureMousePosition.y, 20.0f, LIME);
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DrawCircleV(textureMousePosition, 20.0f, LIME);
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EndTextureMode();
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// Draw render texture to main framebuffer
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@ -159,7 +159,7 @@ int main(void)
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// Draw info box
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Rectangle infoRect = (Rectangle){5, 5, 330, 105};
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DrawRectangleRec(infoRect, Fade(LIGHTGRAY, 0.7f));
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DrawRectangleLines(infoRect.x, infoRect.y, infoRect.width, infoRect.height, BLUE);
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DrawRectangleLinesEx(infoRect, 1, BLUE);
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DrawText(TextFormat("Window Resolution: %d x %d", screenWidth, screenHeight), 15, 15, 10, BLACK);
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DrawText(TextFormat("Game Resolution: %d x %d", gameWidth, gameHeight), 15, 30, 10, BLACK);
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