Remove all MSVC __int64 (#742)
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@@ -21,7 +21,7 @@ void System::arraycopy(arrayWithLength<BYTE> src, unsigned int srcPos, arrayWith
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assert( srcPos >=0 && srcPos <= src.length);
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assert( srcPos + length <= src.length );
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assert( dstPos + length <= dst->length );
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memcpy( dst->data + dstPos, src.data + srcPos, length);
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}
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@@ -30,7 +30,7 @@ void System::arraycopy(arrayWithLength<int> src, unsigned int srcPos, arrayWithL
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assert( srcPos >=0 && srcPos <= src.length);
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assert( srcPos + length <= src.length );
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assert( dstPos + length <= dst->length );
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memcpy( dst->data + dstPos, src.data + srcPos, length * sizeof(int) );
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}
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@@ -47,10 +47,10 @@ void System::arraycopy(arrayWithLength<int> src, unsigned int srcPos, arrayWithL
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// long startTime = System.nanoTime();
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// // ... the code being measured ...
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// long estimatedTime = System.nanoTime() - startTime;
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//
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//
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//Returns:
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//The current value of the system timer, in nanoseconds.
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__int64 System::nanoTime()
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int64_t System::nanoTime()
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{
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#if defined _WINDOWS64 || defined _XBOX || defined _WIN32
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static LARGE_INTEGER s_frequency = { 0 };
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@@ -64,7 +64,7 @@ __int64 System::nanoTime()
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// Using double to avoid 64-bit overflow during multiplication for long uptime
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// Precision is sufficient for ~100 days of uptime.
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return (__int64)((double)counter.QuadPart * 1000000000.0 / (double)s_frequency.QuadPart);
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return (int64_t)((double)counter.QuadPart * 1000000000.0 / (double)s_frequency.QuadPart);
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#else
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return GetTickCount() * 1000000LL;
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#endif
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@@ -73,21 +73,21 @@ __int64 System::nanoTime()
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//Returns the current time in milliseconds. Note that while the unit of time of the return value is a millisecond,
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//the granularity of the value depends on the underlying operating system and may be larger. For example,
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//many operating systems measure time in units of tens of milliseconds.
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//See the description of the class Date for a discussion of slight discrepancies that may arise between "computer time"
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//See the description of the class Date for a discussion of slight discrepancies that may arise between "computer time"
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//and coordinated universal time (UTC).
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//
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//Returns:
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//the difference, measured in milliseconds, between the current time and midnight, January 1, 1970 UTC.
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__int64 System::currentTimeMillis()
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int64_t System::currentTimeMillis()
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{
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#ifdef __PS3__
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// sys_time_get_current_time() obtains the elapsed time since Epoch (1970/01/01 00:00:00 UTC).
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// The value is separated into two parts: sec stores the elapsed time in seconds, and nsec
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// sys_time_get_current_time() obtains the elapsed time since Epoch (1970/01/01 00:00:00 UTC).
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// The value is separated into two parts: sec stores the elapsed time in seconds, and nsec
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// stores the value that is smaller than a second in nanoseconds.
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sys_time_sec_t sec;
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sys_time_nsec_t nsec;
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sys_time_get_current_time(&sec, &nsec);
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__int64 msec = (sec * 1000) + (nsec / (1000*1000));
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int64_t msec = (sec * 1000) + (nsec / (1000*1000));
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return msec;
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#elif defined __ORBIS__
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@@ -100,7 +100,7 @@ __int64 System::currentTimeMillis()
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return sceKernelGetProcessTimeWide() / 1000;
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/* SceDateTime Time;
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sceRtcGetCurrentClockLocalTime(&Time);
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__int64 systTime = (((((((Time.day * 24) + Time.hour) * 60) + Time.minute) * 60) + Time.second) * 1000) + (Time.microsecond / 1000);
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int64_t systTime = (((((((Time.day * 24) + Time.hour) * 60) + Time.minute) * 60) + Time.second) * 1000) + (Time.microsecond / 1000);
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return systTime;*/
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#else
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@@ -121,7 +121,7 @@ __int64 System::currentTimeMillis()
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}
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// 4J Stu - Added this so that we can use real-world timestamps in PSVita saves. Particularly required for the save transfers to be smooth
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__int64 System::currentRealTimeMillis()
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int64_t System::currentRealTimeMillis()
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{
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#ifdef __PSVITA__
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SceFiosDate fileTime = sceFiosDateGetCurrent();
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@@ -189,9 +189,9 @@ void System::ReverseINT(int *piVal)
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pchVal1[3]=pchVal2[0];
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}
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void System::ReverseULONGLONG(__int64 *pullVal)
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void System::ReverseULONGLONG(int64_t *pullVal)
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{
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__int64 ullValue=*pullVal;
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int64_t ullValue=*pullVal;
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unsigned char *pchVal1=(unsigned char *)pullVal;
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unsigned char *pchVal2=(unsigned char *)&ullValue;
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