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:
@@ -13,7 +13,7 @@ UIScene::UIScene(int iPad, UILayer *parentLayer)
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m_iPad = iPad;
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swf = NULL;
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m_pItemRenderer = NULL;
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bHasFocus = false;
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m_hasTickedOnce = false;
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m_bFocussedOnce = false;
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@@ -27,7 +27,7 @@ UIScene::UIScene(int iPad, UILayer *parentLayer)
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m_bUpdateOpacity = false;
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m_backScene = NULL;
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m_cacheSlotRenders = false;
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m_needsCacheRendered = true;
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m_expectedCachedSlotCount = 0;
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@@ -94,7 +94,7 @@ void UIScene::reloadMovie(bool force)
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}
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handleReload();
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IggyDataValue result;
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IggyDataValue value[1];
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@@ -328,11 +328,11 @@ void UIScene::loadMovie()
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}
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byteArray baFile = ui.getMovieData(moviePath.c_str());
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__int64 beforeLoad = ui.iggyAllocCount;
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int64_t beforeLoad = ui.iggyAllocCount;
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swf = IggyPlayerCreateFromMemory ( baFile.data , baFile.length, NULL);
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__int64 afterLoad = ui.iggyAllocCount;
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IggyPlayerInitializeAndTickRS ( swf );
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__int64 afterTick = ui.iggyAllocCount;
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int64_t afterLoad = ui.iggyAllocCount;
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IggyPlayerInitializeAndTickRS ( swf );
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int64_t afterTick = ui.iggyAllocCount;
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if(!swf)
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{
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@@ -343,7 +343,7 @@ void UIScene::loadMovie()
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app.FatalLoadError();
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}
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app.DebugPrintf( app.USER_SR, "Loaded iggy movie %ls\n", moviePath.c_str() );
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IggyProperties *properties = IggyPlayerProperties ( swf );
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IggyProperties *properties = IggyPlayerProperties ( swf );
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m_movieHeight = properties->movie_height_in_pixels;
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m_movieWidth = properties->movie_width_in_pixels;
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@@ -351,7 +351,7 @@ void UIScene::loadMovie()
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m_renderHeight = m_movieHeight;
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S32 width, height;
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m_parentLayer->getRenderDimensions(width, height);
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m_parentLayer->getRenderDimensions(width, height);
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IggyPlayerSetDisplaySize( swf, width, height );
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IggyPlayerSetUserdata(swf,this);
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@@ -361,8 +361,8 @@ void UIScene::loadMovie()
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IggyMemoryUseInfo memoryInfo;
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rrbool res;
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int iteration = 0;
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__int64 totalStatic = 0;
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__int64 totalDynamic = 0;
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int64_t totalStatic = 0;
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int64_t totalDynamic = 0;
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while(res = IggyDebugGetMemoryUseInfo ( swf ,
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NULL ,
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0 ,
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@@ -372,7 +372,7 @@ void UIScene::loadMovie()
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{
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totalStatic += memoryInfo.static_allocation_bytes;
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totalDynamic += memoryInfo.dynamic_allocation_bytes;
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app.DebugPrintf(app.USER_SR, "%ls - %.*s static: %d ( %d ) dynamic: %d ( %d )\n", moviePath.c_str(), memoryInfo.subcategory_stringlen, memoryInfo.subcategory,
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app.DebugPrintf(app.USER_SR, "%ls - %.*s static: %d ( %d ) dynamic: %d ( %d )\n", moviePath.c_str(), memoryInfo.subcategory_stringlen, memoryInfo.subcategory,
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memoryInfo.static_allocation_bytes, memoryInfo.static_allocation_count, memoryInfo.dynamic_allocation_bytes, memoryInfo.dynamic_allocation_count);
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++iteration;
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//if(memoryInfo.static_allocation_bytes > 0) getDebugMemoryUseRecursive(moviePath, memoryInfo);
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@@ -398,22 +398,22 @@ void UIScene::getDebugMemoryUseRecursive(const wstring &moviePath, IggyMemoryUse
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internalIteration ,
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&internalMemoryInfo ))
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{
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app.DebugPrintf(app.USER_SR, "%ls - %.*s static: %d ( %d ) dynamic: %d ( %d )\n", moviePath.c_str(), internalMemoryInfo.subcategory_stringlen, internalMemoryInfo.subcategory,
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app.DebugPrintf(app.USER_SR, "%ls - %.*s static: %d ( %d ) dynamic: %d ( %d )\n", moviePath.c_str(), internalMemoryInfo.subcategory_stringlen, internalMemoryInfo.subcategory,
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internalMemoryInfo.static_allocation_bytes, internalMemoryInfo.static_allocation_count, internalMemoryInfo.dynamic_allocation_bytes, internalMemoryInfo.dynamic_allocation_count);
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++internalIteration;
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if(internalMemoryInfo.subcategory_stringlen > memoryInfo.subcategory_stringlen) getDebugMemoryUseRecursive(moviePath, internalMemoryInfo);
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}
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}
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void UIScene::PrintTotalMemoryUsage(__int64 &totalStatic, __int64 &totalDynamic)
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void UIScene::PrintTotalMemoryUsage(int64_t &totalStatic, int64_t &totalDynamic)
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{
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if(!swf) return;
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IggyMemoryUseInfo memoryInfo;
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rrbool res;
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int iteration = 0;
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__int64 sceneStatic = 0;
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__int64 sceneDynamic = 0;
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int64_t sceneStatic = 0;
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int64_t sceneDynamic = 0;
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while(res = IggyDebugGetMemoryUseInfo ( swf ,
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NULL ,
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"" ,
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@@ -483,7 +483,7 @@ void UIScene::tickTimers()
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{
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it = m_timers.erase(it);
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}
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else
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else
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{
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if(currentTime > it->second.targetTime)
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{
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@@ -634,7 +634,7 @@ void UIScene::customDrawSlotControl(IggyCustomDrawCallbackRegion *region, int iP
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if(useCommandBuffers) RenderManager.CBuffStart(list, true);
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#endif
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PIXBeginNamedEvent(0,"Draw uncached");
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ui.setupCustomDrawMatrices(this, customDrawRegion);
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ui.setupCustomDrawMatrices(this, customDrawRegion);
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_customDrawSlotControl(customDrawRegion, iPad, item, fAlpha, isFoil, bDecorations, useCommandBuffers);
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delete customDrawRegion;
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PIXEndNamedEvent();
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@@ -644,7 +644,7 @@ void UIScene::customDrawSlotControl(IggyCustomDrawCallbackRegion *region, int iP
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for(AUTO_VAR(it, m_cachedSlotDraw.begin()); it != m_cachedSlotDraw.end(); ++it)
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{
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CachedSlotDrawData *drawData = *it;
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ui.setupCustomDrawMatrices(this, drawData->customDrawRegion);
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ui.setupCustomDrawMatrices(this, drawData->customDrawRegion);
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_customDrawSlotControl(drawData->customDrawRegion, iPad, drawData->item, drawData->fAlpha, drawData->isFoil, drawData->bDecorations, useCommandBuffers);
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delete drawData->customDrawRegion;
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delete drawData;
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@@ -698,7 +698,7 @@ void UIScene::customDrawSlotControl(IggyCustomDrawCallbackRegion *region, int iP
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// Finish GDraw and anything else that needs to be finalised
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ui.endCustomDraw(region);
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}
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}
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}
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}
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void UIScene::_customDrawSlotControl(CustomDrawData *region, int iPad, shared_ptr<ItemInstance> item, float fAlpha, bool isFoil, bool bDecorations, bool usingCommandBuffer)
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@@ -716,7 +716,7 @@ void UIScene::_customDrawSlotControl(CustomDrawData *region, int iPad, shared_pt
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// we might want separate x & y scales here
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float scaleX = bwidth / 16.0f;
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float scaleY = bheight / 16.0f;
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float scaleY = bheight / 16.0f;
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glEnable(GL_RESCALE_NORMAL);
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glPushMatrix();
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@@ -751,8 +751,8 @@ void UIScene::_customDrawSlotControl(CustomDrawData *region, int iPad, shared_pt
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if(bDecorations)
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{
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if((scaleX!=1.0f) ||(scaleY!=1.0f))
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{
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glPushMatrix();
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{
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glPushMatrix();
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glScalef(scaleX, scaleY, 1.0f);
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int iX= (int)(0.5f+((float)x)/scaleX);
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int iY= (int)(0.5f+((float)y)/scaleY);
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@@ -975,8 +975,8 @@ int UIScene::convertGameActionToIggyKeycode(int action)
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bool UIScene::allowRepeat(int key)
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{
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// 4J-PB - ignore repeats of action ABXY buttons
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// fix for PS3 213 - [MAIN MENU] Holding down buttons will continue to activate every prompt.
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// 4J-PB - ignore repeats of action ABXY buttons
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// fix for PS3 213 - [MAIN MENU] Holding down buttons will continue to activate every prompt.
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switch(key)
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{
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case ACTION_MENU_OK:
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