sdl12-compat: Fixed a few test app type conversions that Visual Studio complains about. (f0660)

From f06601091c387a76faae21d4776f84b3a1a22719 Mon Sep 17 00:00:00 2001
From: "Ryan C. Gordon" <[EMAIL REDACTED]>
Date: Tue, 1 Jun 2021 22:20:42 -0400
Subject: [PATCH] Fixed a few test app type conversions that Visual Studio
 complains about.

---
 test/graywin.c      |  2 +-
 test/testdyngl.c    |  8 ++++----
 test/testoverlay.c  | 16 ++++++++--------
 test/testoverlay2.c | 20 ++++++++++----------
 test/testsprite.c   |  6 +++---
 5 files changed, 26 insertions(+), 26 deletions(-)

diff --git a/test/graywin.c b/test/graywin.c
index 4563114..c1f8a5d 100644
--- a/test/graywin.c
+++ b/test/graywin.c
@@ -24,7 +24,7 @@ void DrawBox(SDL_Surface *screen, int X, int Y, int width, int height)
 
 	/* Seed the random number generator */
 	if ( seeded == 0 ) {
-		srand(time(NULL));
+		srand((unsigned int) time(NULL));
 		seeded = 1;
 	}
 
diff --git a/test/testdyngl.c b/test/testdyngl.c
index a20bd1a..538b47f 100644
--- a/test/testdyngl.c
+++ b/test/testdyngl.c
@@ -138,9 +138,9 @@ int main(int argc,char *argv[])
 
 	for(i=0;i<NB_PIXELS;i++)
 	{
-		pixels[3*i]=rand()%250-125;
-		pixels[3*i+1]=rand()%250-125;
-		pixels[3*i+2]=rand()%250-125;
+		pixels[3*i]=(GLfloat) (rand()%250-125);
+		pixels[3*i+1]=(GLfloat) (rand()%250-125);
+		pixels[3*i+2]=(GLfloat) (rand()%250-125);
 	}
 	
 	f.glViewport(0,0,640,480);
@@ -166,7 +166,7 @@ int main(int argc,char *argv[])
 	f.glEnable(GL_FOG);
 	f.glFogf(GL_FOG_START,-500);
 	f.glFogf(GL_FOG_END,500);
-	f.glFogf(GL_FOG_DENSITY,0.005);
+	f.glFogf(GL_FOG_DENSITY,0.005f);
 	
 	do
 	{
diff --git a/test/testoverlay.c b/test/testoverlay.c
index da53f9e..823e453 100644
--- a/test/testoverlay.c
+++ b/test/testoverlay.c
@@ -37,11 +37,11 @@ void RGBtoYUV(Uint8 *rgb, int *yuv, int monochrome, int luminance)
     if (monochrome)
     {
 #if 1 /* these are the two formulas that I found on the FourCC site... */
-        yuv[0] = 0.299*rgb[0] + 0.587*rgb[1] + 0.114*rgb[2];
+        yuv[0] = (int) (0.299*rgb[0] + 0.587*rgb[1] + 0.114*rgb[2]);
         yuv[1] = 128;
         yuv[2] = 128;
 #else
-        yuv[0] = (0.257 * rgb[0]) + (0.504 * rgb[1]) + (0.098 * rgb[2]) + 16;
+        yuv[0] = (int) ((0.257 * rgb[0]) + (0.504 * rgb[1]) + (0.098 * rgb[2]) + 16);
         yuv[1] = 128;
         yuv[2] = 128;
 #endif
@@ -49,13 +49,13 @@ void RGBtoYUV(Uint8 *rgb, int *yuv, int monochrome, int luminance)
     else
     {
 #if 1 /* these are the two formulas that I found on the FourCC site... */
-        yuv[0] = 0.299*rgb[0] + 0.587*rgb[1] + 0.114*rgb[2];
-        yuv[1] = (rgb[2]-yuv[0])*0.565 + 128;
-        yuv[2] = (rgb[0]-yuv[0])*0.713 + 128;
+        yuv[0] = (int) (0.299*rgb[0] + 0.587*rgb[1] + 0.114*rgb[2]);
+        yuv[1] = (int) ((rgb[2]-yuv[0])*0.565 + 128);
+        yuv[2] = (int) ((rgb[0]-yuv[0])*0.713 + 128);
 #else
-        yuv[0] = (0.257 * rgb[0]) + (0.504 * rgb[1]) + (0.098 * rgb[2]) + 16;
-        yuv[1] = 128 - (0.148 * rgb[0]) - (0.291 * rgb[1]) + (0.439 * rgb[2]);
-        yuv[2] = 128 + (0.439 * rgb[0]) - (0.368 * rgb[1]) - (0.071 * rgb[2]);
+        yuv[0] = (int) ((0.257 * rgb[0]) + (0.504 * rgb[1]) + (0.098 * rgb[2]) + 16);
+        yuv[1] = (int) (128 - (0.148 * rgb[0]) - (0.291 * rgb[1]) + (0.439 * rgb[2]));
+        yuv[2] = (int) (128 + (0.439 * rgb[0]) - (0.368 * rgb[1]) - (0.071 * rgb[2]));
 #endif
     }
 
diff --git a/test/testoverlay2.c b/test/testoverlay2.c
index 5f491f2..b93989a 100644
--- a/test/testoverlay2.c
+++ b/test/testoverlay2.c
@@ -60,11 +60,11 @@ void RGBtoYUV(Uint8 *rgb, int *yuv, int monochrome, int luminance)
     if (monochrome)
     {
 #if 1 /* these are the two formulas that I found on the FourCC site... */
-        yuv[0] = 0.299*rgb[0] + 0.587*rgb[1] + 0.114*rgb[2];
+        yuv[0] = (int) (0.299*rgb[0] + 0.587*rgb[1] + 0.114*rgb[2]);
         yuv[1] = 128;
         yuv[2] = 128;
 #else
-        yuv[0] = (0.257 * rgb[0]) + (0.504 * rgb[1]) + (0.098 * rgb[2]) + 16;
+        yuv[0] = (int) ((0.257 * rgb[0]) + (0.504 * rgb[1]) + (0.098 * rgb[2]) + 16);
         yuv[1] = 128;
         yuv[2] = 128;
 #endif
@@ -72,13 +72,13 @@ void RGBtoYUV(Uint8 *rgb, int *yuv, int monochrome, int luminance)
     else
     {
 #if 1 /* these are the two formulas that I found on the FourCC site... */
-        yuv[0] = 0.299*rgb[0] + 0.587*rgb[1] + 0.114*rgb[2];
-        yuv[1] = (rgb[2]-yuv[0])*0.565 + 128;
-        yuv[2] = (rgb[0]-yuv[0])*0.713 + 128;
+        yuv[0] = (int) (0.299*rgb[0] + 0.587*rgb[1] + 0.114*rgb[2]);
+        yuv[1] = (int) ((rgb[2]-yuv[0])*0.565 + 128);
+        yuv[2] = (int) ((rgb[0]-yuv[0])*0.713 + 128);
 #else
-        yuv[0] = (0.257 * rgb[0]) + (0.504 * rgb[1]) + (0.098 * rgb[2]) + 16;
-        yuv[1] = 128 - (0.148 * rgb[0]) - (0.291 * rgb[1]) + (0.439 * rgb[2]);
-        yuv[2] = 128 + (0.439 * rgb[0]) - (0.368 * rgb[1]) - (0.071 * rgb[2]);
+        yuv[0] = (int) ((0.257 * rgb[0]) + (0.504 * rgb[1]) + (0.098 * rgb[2]) + 16);
+        yuv[1] = (int) (128 - (0.148 * rgb[0]) - (0.291 * rgb[1]) + (0.439 * rgb[2]));
+        yuv[2] = (int) (128 + (0.439 * rgb[0]) - (0.368 * rgb[1]) - (0.071 * rgb[2]));
 #endif
     }
 
@@ -290,7 +290,7 @@ int main(int argc, char **argv)
     int resized=0;
     int i;
     int fps=12;
-    int fpsdelay;
+    Uint32 fpsdelay;
     int overlay_format=SDL_YUY2_OVERLAY;
     int scale=5;
 
@@ -503,7 +503,7 @@ int main(int argc, char **argv)
 
     /* set the start frame */
     i=0;
-    fpsdelay=1000/fps;
+    fpsdelay=(Uint32)(1000/fps);
 
     /* Ignore key up events, they don't even get filtered */
     SDL_EventState(SDL_KEYUP, SDL_IGNORE);
diff --git a/test/testsprite.c b/test/testsprite.c
index 6d9e0a8..b777dbb 100644
--- a/test/testsprite.c
+++ b/test/testsprite.c
@@ -97,7 +97,7 @@ void MoveSprites(SDL_Surface *screen, Uint32 background)
 
 			Uint32 color = SDL_MapRGB (screen->format, 255, 0, 0);
 			SDL_Rect r;
-			r.x = (sin((float)t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w-20);
+			r.x = (Sint16) ((sin((float)t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w-20));
 			r.y = 0;
 			r.w = 20;
 			r.h = screen->h;
@@ -137,7 +137,7 @@ Uint32 FastestFlags(Uint32 flags, int width, int height, int bpp)
 		/* Direct hardware blitting without double-buffering
 		   causes really bad flickering.
 		 */
-		if ( info->video_mem*1024 > (height*width*bpp/8) ) {
+		if ( info->video_mem*1024 > ((Uint32)(height*width*bpp/8)) ) {
 			flags |= SDL_DOUBLEBUF;
 		} else {
 			flags &= ~SDL_HWSURFACE;
@@ -239,7 +239,7 @@ int main(int argc, char *argv[])
 	sprite_rects += numsprites;
 	sprite_w = sprite->w;
 	sprite_h = sprite->h;
-	srand(time(NULL));
+	srand((unsigned int) time(NULL));
 	for ( i=0; i<numsprites; ++i ) {
 		positions[i].x = rand()%(screen->w - sprite_w);
 		positions[i].y = rand()%(screen->h - sprite_h);