mirror of https://github.com/encounter/SDL.git
testgeometry: fix conversion from 'double' to 'float', possible loss of data
emitted by MSVC
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@ -27,7 +27,7 @@ static SDLTest_CommonState *state;
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static SDL_bool use_texture = SDL_FALSE;
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static SDL_Texture **sprites;
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static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
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static double angle = 0.0;
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static float angle = 0.0f;
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static int sprite_w, sprite_h;
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int done;
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@ -107,8 +107,8 @@ loop()
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{
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SDL_Rect viewport;
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SDL_Vertex verts[3];
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double a;
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double d;
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float a;
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float d;
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int cx, cy;
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/* Query the sizes */
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@ -116,39 +116,39 @@ loop()
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SDL_zeroa(verts);
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cx = viewport.x + viewport.w / 2;
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cy = viewport.y + viewport.h / 2;
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d = (viewport.w + viewport.h) / 5;
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d = (viewport.w + viewport.h) / 5.f;
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a = (angle * 3.1415) / 180.0;
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verts[0].position.x = cx + d * SDL_cos(a);
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verts[0].position.y = cy + d * SDL_sin(a);
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a = (angle * 3.1415f) / 180.0f;
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verts[0].position.x = cx + d * SDL_cosf(a);
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verts[0].position.y = cy + d * SDL_sinf(a);
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verts[0].color.r = 0xFF;
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verts[0].color.g = 0;
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verts[0].color.b = 0;
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verts[0].color.a = 0xFF;
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a = ((angle + 120) * 3.1415) / 180.0;
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verts[1].position.x = cx + d * SDL_cos(a);
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verts[1].position.y = cy + d * SDL_sin(a);
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a = ((angle + 120) * 3.1415f) / 180.0f;
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verts[1].position.x = cx + d * SDL_cosf(a);
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verts[1].position.y = cy + d * SDL_sinf(a);
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verts[1].color.r = 0;
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verts[1].color.g = 0xFF;
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verts[1].color.b = 0;
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verts[1].color.a = 0xFF;
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a = ((angle + 240) * 3.1415) / 180.0;
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verts[2].position.x = cx + d * SDL_cos(a);
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verts[2].position.y = cy + d * SDL_sin(a);
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a = ((angle + 240) * 3.1415f) / 180.0f;
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verts[2].position.x = cx + d * SDL_cosf(a);
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verts[2].position.y = cy + d * SDL_sinf(a);
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verts[2].color.r = 0;
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verts[2].color.g = 0;
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verts[2].color.b = 0xFF;
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verts[2].color.a = 0xFF;
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if (use_texture) {
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verts[0].tex_coord.x = 0.5;
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verts[0].tex_coord.y = 0.0;
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verts[1].tex_coord.x = 1.0;
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verts[1].tex_coord.y = 1.0;
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verts[2].tex_coord.x = 0.0;
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verts[2].tex_coord.y = 1.0;
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verts[0].tex_coord.x = 0.5f;
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verts[0].tex_coord.y = 0.0f;
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verts[1].tex_coord.x = 1.0f;
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verts[1].tex_coord.y = 1.0f;
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verts[2].tex_coord.x = 0.0f;
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verts[2].tex_coord.y = 1.0f;
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}
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SDL_RenderGeometry(renderer, sprites[i], verts, 3, NULL, 0);
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