Get rid of MSVC's __int64
Use either int64_t, uint64_t or long long and unsigned long long, defined as per C++11 standard
This commit is contained in:
@@ -38,7 +38,7 @@ void UILayer::tick()
|
||||
m_scenesToDelete.push_back(scene);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
while (!m_scenesToDestroy.empty())
|
||||
{
|
||||
UIScene *scene = m_scenesToDestroy.back();
|
||||
@@ -46,13 +46,13 @@ void UILayer::tick()
|
||||
scene->destroyMovie();
|
||||
}
|
||||
m_scenesToDestroy.clear();
|
||||
|
||||
|
||||
for(AUTO_VAR(it,m_components.begin()); it != m_components.end(); ++it)
|
||||
{
|
||||
(*it)->tick();
|
||||
}
|
||||
// Note: reverse iterator, the last element is the top of the stack
|
||||
int sceneIndex = m_sceneStack.size() - 1;
|
||||
int sceneIndex = m_sceneStack.size() - 1;
|
||||
//for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
|
||||
while( sceneIndex >= 0 && sceneIndex < m_sceneStack.size() )
|
||||
{
|
||||
@@ -422,9 +422,9 @@ bool UILayer::NavigateToScene(int iPad, EUIScene scene, void *initData)
|
||||
}
|
||||
|
||||
m_sceneStack.push_back(newScene);
|
||||
|
||||
|
||||
updateFocusState();
|
||||
|
||||
|
||||
newScene->tick();
|
||||
|
||||
return true;
|
||||
@@ -706,12 +706,12 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
|
||||
|
||||
// 4J-PB - this should just be true
|
||||
m_bMenuDisplayed=true;
|
||||
|
||||
|
||||
EUIScene sceneType = scene->getSceneType();
|
||||
switch(sceneType)
|
||||
{
|
||||
case eUIScene_PauseMenu:
|
||||
m_bPauseMenuDisplayed = true;
|
||||
m_bPauseMenuDisplayed = true;
|
||||
break;
|
||||
case eUIScene_Crafting2x2Menu:
|
||||
case eUIScene_Crafting3x3Menu:
|
||||
@@ -727,7 +727,7 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
|
||||
|
||||
// Intentional fall-through
|
||||
case eUIScene_DeathMenu:
|
||||
case eUIScene_FullscreenProgress:
|
||||
case eUIScene_FullscreenProgress:
|
||||
case eUIScene_SignEntryMenu:
|
||||
case eUIScene_EndPoem:
|
||||
m_bIgnoreAutosaveMenuDisplayed = true;
|
||||
@@ -736,7 +736,7 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
|
||||
|
||||
switch(sceneType)
|
||||
{
|
||||
case eUIScene_FullscreenProgress:
|
||||
case eUIScene_FullscreenProgress:
|
||||
case eUIScene_EndPoem:
|
||||
case eUIScene_Credits:
|
||||
case eUIScene_LeaderboardsMenu:
|
||||
@@ -775,8 +775,8 @@ void UILayer::handleInput(int iPad, int key, bool repeat, bool pressed, bool rel
|
||||
UIScene *scene = *it;
|
||||
if(scene->hasFocus(iPad) && scene->canHandleInput())
|
||||
{
|
||||
// 4J-PB - ignore repeats of action ABXY buttons
|
||||
// fix for PS3 213 - [MAIN MENU] Holding down buttons will continue to activate every prompt.
|
||||
// 4J-PB - ignore repeats of action ABXY buttons
|
||||
// fix for PS3 213 - [MAIN MENU] Holding down buttons will continue to activate every prompt.
|
||||
// 4J Stu - Changed this slightly to add the allowRepeat function so we can allow repeats in the crafting menu
|
||||
if(repeat && !scene->allowRepeat(key) )
|
||||
{
|
||||
@@ -784,8 +784,8 @@ void UILayer::handleInput(int iPad, int key, bool repeat, bool pressed, bool rel
|
||||
}
|
||||
scene->handleInput(iPad, key, repeat, pressed, released, handled);
|
||||
}
|
||||
|
||||
// Fix for PS3 #444 - [IN GAME] If the user keeps pressing CROSS while on the 'Save Game' screen the title will crash.
|
||||
|
||||
// Fix for PS3 #444 - [IN GAME] If the user keeps pressing CROSS while on the 'Save Game' screen the title will crash.
|
||||
handled = handled || scene->hidesLowerScenes();
|
||||
if(handled ) break;
|
||||
}
|
||||
@@ -842,10 +842,10 @@ void UILayer::handleUnlockFullVersion()
|
||||
}
|
||||
}
|
||||
|
||||
void UILayer::PrintTotalMemoryUsage(__int64 &totalStatic, __int64 &totalDynamic)
|
||||
void UILayer::PrintTotalMemoryUsage(int64_t &totalStatic, int64_t &totalDynamic)
|
||||
{
|
||||
__int64 layerStatic = 0;
|
||||
__int64 layerDynamic = 0;
|
||||
int64_t layerStatic = 0;
|
||||
int64_t layerDynamic = 0;
|
||||
for(AUTO_VAR(it,m_components.begin()); it != m_components.end(); ++it)
|
||||
{
|
||||
(*it)->PrintTotalMemoryUsage(layerStatic, layerDynamic);
|
||||
@@ -859,7 +859,7 @@ void UILayer::PrintTotalMemoryUsage(__int64 &totalStatic, __int64 &totalDynamic)
|
||||
totalDynamic += layerDynamic;
|
||||
}
|
||||
|
||||
// Returns the first scene of given type if it exists, NULL otherwise
|
||||
// Returns the first scene of given type if it exists, NULL otherwise
|
||||
UIScene *UILayer::FindScene(EUIScene sceneType)
|
||||
{
|
||||
for (int i = 0; i < m_sceneStack.size(); i++)
|
||||
|
||||
Reference in New Issue
Block a user