From 99f76d5df5d52be2e05edb944d10926d92eb6109 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=A9r=C3=B4me=20Duval?= Date: Fri, 10 May 2013 20:08:02 +0200 Subject: [PATCH] Chart: fixes 64 bit warnings --- src/tests/kits/game/chart/ChartWindow.cpp | 6 +++--- src/tests/kits/game/chart/ChartWindow.h | 4 ++-- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/src/tests/kits/game/chart/ChartWindow.cpp b/src/tests/kits/game/chart/ChartWindow.cpp index aa182c2236..a3190711c8 100644 --- a/src/tests/kits/game/chart/ChartWindow.cpp +++ b/src/tests/kits/game/chart/ChartWindow.cpp @@ -1171,7 +1171,7 @@ ChartWindow::ButtonPicture(bool active, int32 button_type) than what a standard BButton would allow) with the current value of the star density pourcentage. */ value = (fCurrentSettings.star_density*100 + STAR_DENSITY_MAX/2) / STAR_DENSITY_MAX; - sprintf(word, "%3ld", value); + sprintf(word, "%3" B_PRId32, value); draw_string: fOffwindowButton->SetFont(be_bold_font); fOffwindowButton->SetFontSize(14.0); @@ -2135,7 +2135,7 @@ ChartWindow::SetPatternBits(buffer *buf) That's the main thread controling the animation and synchronising the engine state with the changes coming from the UI. */ -long +int32 ChartWindow::Animation(void *data) { int32 i, cur_4_frames_index, cur_last_fps, count_fps; @@ -2253,7 +2253,7 @@ ChartWindow::Animation(void *data) slave of the Animation thread. It's directly synchronised with its master, and will only do some star animation processing whenever its master allows him to do so. */ -long +int32 ChartWindow::Animation2(void *data) { ChartWindow *w = (ChartWindow*)data; diff --git a/src/tests/kits/game/chart/ChartWindow.h b/src/tests/kits/game/chart/ChartWindow.h index 51a430a477..659c51735b 100644 --- a/src/tests/kits/game/chart/ChartWindow.h +++ b/src/tests/kits/game/chart/ChartWindow.h @@ -292,8 +292,8 @@ static BWindow *GetAppWindow(const char *name); /* Engine processing related functions. */ /* those functions are the two processing threads launcher */ -static long Animation(void *data); -static long Animation2(void *data); +static int32 Animation(void *data); +static int32 Animation2(void *data); /* After every camera move or rotation, reprocess the torus cycle of the starfield to maintain the pyramid of vision of the camera completly inside a 1x1x1 iteration of the