fix w4018

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
This commit is contained in:
pappeste
2021-06-18 17:45:51 -07:00
committed by Esteban Papp
parent 97354ce90a
commit 10f950b726
33 changed files with 72 additions and 73 deletions
@@ -85,7 +85,7 @@ namespace Benchmark
void BM_Prefab::CreateEntities(const unsigned int entityCount, AZStd::vector<AZ::Entity*>& entities)
{
for (int entityIndex = 0; entityIndex < entityCount; ++entityIndex)
for (unsigned int entityIndex = 0; entityIndex < entityCount; ++entityIndex)
{
AZStd::string entityName = "TestEntity";
entityName = entityName + AZStd::to_string(entityIndex);
@@ -101,7 +101,7 @@ namespace Benchmark
void BM_Prefab::CreateFakePaths(const unsigned int pathCount)
{
//setup fake paths
for (int number = 0; number < pathCount; ++number)
for (unsigned int number = 0; number < pathCount; ++number)
{
AZStd::string path = m_pathString;
m_paths.push_back(path + AZStd::to_string(number) + "_" + AZStd::to_string(pathCount));
@@ -32,7 +32,7 @@ namespace Benchmark
state.ResumeTiming();
for (int instanceCounter = 0; instanceCounter < numInstances; ++instanceCounter)
for (unsigned int instanceCounter = 0; instanceCounter < numInstances; ++instanceCounter)
{
newInstances.push_back(m_prefabSystemComponent->CreatePrefab(
{ entities[instanceCounter] },
@@ -110,7 +110,7 @@ namespace Benchmark
AZStd::vector<AZStd::unique_ptr<Instance>> testInstances;
testInstances.resize(numInstancesToAdd);
for (int instanceCounter = 0; instanceCounter < numInstancesToAdd; ++instanceCounter)
for (unsigned int instanceCounter = 0; instanceCounter < numInstancesToAdd; ++instanceCounter)
{
testInstances[instanceCounter] = (m_prefabSystemComponent->CreatePrefab(
{ entities[instanceCounter] }
@@ -161,7 +161,7 @@ namespace Benchmark
state.ResumeTiming();
for (int instanceCounter = 0; instanceCounter < numInstances; ++instanceCounter)
for (unsigned int instanceCounter = 0; instanceCounter < numInstances; ++instanceCounter)
{
nestedInstanceRoot = m_prefabSystemComponent->CreatePrefab(
{},
@@ -33,7 +33,7 @@ namespace Benchmark
state.ResumeTiming();
for (int instanceCounter = 0; instanceCounter < numInstances; ++instanceCounter)
for (unsigned int instanceCounter = 0; instanceCounter < numInstances; ++instanceCounter)
{
newInstances[instanceCounter] = m_prefabSystemComponent->InstantiatePrefab(templateToInstantiateId);
}
@@ -29,7 +29,7 @@ namespace Benchmark
state.ResumeTiming();
for (int templateCounter = 0; templateCounter < numTemplates; ++templateCounter)
for (unsigned int templateCounter = 0; templateCounter < numTemplates; ++templateCounter)
{
m_prefabLoaderInterface->LoadTemplateFromFile(m_paths[templateCounter]);
}
+1 -1
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@@ -410,7 +410,7 @@ void CSystem::debug_GetCallStack(const char** pFunctions, int& nCount)
unsigned int numFrames = StackRecorder::Record(frames, nMaxCount, 1);
SymbolStorage::StackLine* textLines = (SymbolStorage::StackLine*)AZ_ALLOCA(sizeof(SymbolStorage::StackLine)*nMaxCount);
SymbolStorage::DecodeFrames(frames, numFrames, textLines);
for (int i = 0; i < numFrames; i++)
for (unsigned int i = 0; i < numFrames; i++)
{
pFunctions[i] = textLines[i];
}
@@ -194,7 +194,7 @@ namespace AZ
AZStd::string AssImpMaterialWrapper::GetTextureFileName(MaterialMapType textureType) const
{
/// Engine currently doesn't support multiple textures. Right now we only use first texture.
int textureIndex = 0;
unsigned int textureIndex = 0;
aiString absTexturePath;
switch (textureType)
{
@@ -612,10 +612,10 @@ namespace AZ
ValueToKeyDataMap valueToKeyDataMap;
// Key time can be less than zero, normalize to have zero be the lowest time.
double keyOffset = 0;
for (int keyIdx = 0; keyIdx < meshMorphAnim->mNumKeys; keyIdx++)
for (unsigned int keyIdx = 0; keyIdx < meshMorphAnim->mNumKeys; keyIdx++)
{
aiMeshMorphKey& key = meshMorphAnim->mKeys[keyIdx];
for (int valIdx = 0; valIdx < key.mNumValuesAndWeights; ++valIdx)
for (unsigned int valIdx = 0; valIdx < key.mNumValuesAndWeights; ++valIdx)
{
int currentValue = key.mValues[valIdx];
KeyData thisKey(key.mWeights[valIdx], key.mTime);
@@ -89,11 +89,11 @@ namespace AZ
bitangentStream->SetGenerationMethod(AZ::SceneAPI::DataTypes::TangentGenerationMethod::FromSourceScene);
bitangentStream->ReserveContainerSpace(vertexCount);
for (int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
for (unsigned int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
{
const aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[sdkMeshIndex]];
for (int v = 0; v < mesh->mNumVertices; ++v)
for (unsigned int v = 0; v < mesh->mNumVertices; ++v)
{
if (!mesh->HasTangentsAndBitangents())
{
@@ -85,7 +85,7 @@ namespace AZ
{
int sceneMeshIdx = context.m_sourceNode.GetAssImpNode()->mMeshes[nodeMeshIdx];
const aiMesh* aiMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[sceneMeshIdx];
for (int animIdx = 0; animIdx < aiMesh->mNumAnimMeshes; animIdx++)
for (unsigned int animIdx = 0; animIdx < aiMesh->mNumAnimMeshes; animIdx++)
{
aiAnimMesh* aiAnimMesh = aiMesh->mAnimMeshes[animIdx];
animToMeshToAnimMeshIndices[aiAnimMesh->mName.C_Str()].emplace_back(nodeMeshIdx, animIdx);
@@ -130,7 +130,7 @@ namespace AZ
blendShapeData->ReserveData(
aiAnimMesh->mNumVertices, aiAnimMesh->HasTangentsAndBitangents(), uvSetUsedFlags, colorSetUsedFlags);
for (int vertIdx = 0; vertIdx < aiAnimMesh->mNumVertices; ++vertIdx)
for (unsigned int vertIdx = 0; vertIdx < aiAnimMesh->mNumVertices; ++vertIdx)
{
AZ::Vector3 vertex(AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mVertices[vertIdx]));
@@ -184,7 +184,7 @@ namespace AZ
}
// aiAnimMesh just has a list of positions for vertices. The face indices are on the original mesh.
for (int faceIdx = 0; faceIdx < aiMesh->mNumFaces; ++faceIdx)
for (unsigned int faceIdx = 0; faceIdx < aiMesh->mNumFaces; ++faceIdx)
{
aiFace face = aiMesh->mFaces[faceIdx];
DataTypes::IBlendShapeData::Face blendFace;
@@ -199,7 +199,7 @@ namespace AZ
face.mNumIndices);
continue;
}
for (int idx = 0; idx < face.mNumIndices; ++idx)
for (unsigned int idx = 0; idx < face.mNumIndices; ++idx)
{
blendFace.vertexIndex[idx] = face.mIndices[idx] + vertexOffset;
}
@@ -56,7 +56,7 @@ namespace AZ
const aiScene* scene = context.m_sourceScene.GetAssImpScene();
// This node has at least one mesh, verify that the color channel counts are the same for all meshes.
const int expectedColorChannels = scene->mMeshes[currentNode->mMeshes[0]]->GetNumColorChannels();
const unsigned int expectedColorChannels = scene->mMeshes[currentNode->mMeshes[0]]->GetNumColorChannels();
const bool allMeshesHaveSameNumberOfColorChannels =
AZStd::all_of(currentNode->mMeshes + 1, currentNode->mMeshes + currentNode->mNumMeshes, [scene, expectedColorChannels](const unsigned int meshIndex)
{
@@ -80,17 +80,16 @@ namespace AZ
const uint64_t vertexCount = GetVertexCountForAllMeshesOnNode(*currentNode, *scene);
Events::ProcessingResultCombiner combinedVertexColorResults;
for (int colorSetIndex = 0; colorSetIndex < expectedColorChannels; ++colorSetIndex)
for (unsigned int colorSetIndex = 0; colorSetIndex < expectedColorChannels; ++colorSetIndex)
{
AZStd::shared_ptr<SceneData::GraphData::MeshVertexColorData> vertexColors =
AZStd::make_shared<AZ::SceneData::GraphData::MeshVertexColorData>();
vertexColors->ReserveContainerSpace(vertexCount);
for (int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
for (unsigned int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
{
const aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[sdkMeshIndex]];
for (int v = 0; v < mesh->mNumVertices; ++v)
for (unsigned int v = 0; v < mesh->mNumVertices; ++v)
{
if (colorSetIndex < mesh->GetNumColorChannels())
{
@@ -56,7 +56,7 @@ namespace AZ
Events::ProcessingResultCombiner combinedMaterialImportResults;
AZStd::unordered_map<int, AZStd::shared_ptr<SceneData::GraphData::MaterialData>> materialMap;
for (int idx = 0; idx < context.m_sourceNode.m_assImpNode->mNumMeshes; ++idx)
for (unsigned int idx = 0; idx < context.m_sourceNode.m_assImpNode->mNumMeshes; ++idx)
{
int meshIndex = context.m_sourceNode.m_assImpNode->mMeshes[idx];
const aiMesh* assImpMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[meshIndex];
@@ -91,11 +91,11 @@ namespace AZ
tangentStream->SetGenerationMethod(AZ::SceneAPI::DataTypes::TangentGenerationMethod::FromSourceScene);
tangentStream->ReserveContainerSpace(vertexCount);
for (int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
for (unsigned int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
{
const aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[sdkMeshIndex]];
for (int v = 0; v < mesh->mNumVertices; ++v)
for (unsigned int v = 0; v < mesh->mNumVertices; ++v)
{
if (!mesh->HasTangentsAndBitangents())
{
@@ -62,7 +62,7 @@ namespace AZ
// so they can be separated by engine code instead.
bool foundTextureCoordinates = false;
AZStd::array<int, AI_MAX_NUMBER_OF_TEXTURECOORDS> meshesPerTextureCoordinateIndex = {};
for (int localMeshIndex = 0; localMeshIndex < currentNode->mNumMeshes; ++localMeshIndex)
for (unsigned int localMeshIndex = 0; localMeshIndex < currentNode->mNumMeshes; ++localMeshIndex)
{
aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[localMeshIndex]];
for (int texCoordIndex = 0; texCoordIndex < meshesPerTextureCoordinateIndex.size(); ++texCoordIndex)
@@ -110,7 +110,7 @@ namespace AZ
uvMap->ReserveContainerSpace(vertexCount);
bool customNameFound = false;
AZStd::string name(AZStd::string::format("%s%d", m_defaultNodeName, texCoordIndex));
for (int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
for (unsigned int sdkMeshIndex = 0; sdkMeshIndex < currentNode->mNumMeshes; ++sdkMeshIndex)
{
const aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[sdkMeshIndex]];
if(mesh->mTextureCoords[texCoordIndex])
@@ -136,7 +136,7 @@ namespace AZ
}
}
for (int v = 0; v < mesh->mNumVertices; ++v)
for (unsigned int v = 0; v < mesh->mNumVertices; ++v)
{
if (mesh->mTextureCoords[texCoordIndex])
{
@@ -40,7 +40,7 @@ namespace AZ::SceneAPI::SceneBuilder
// This code re-combines them to match previous FBX SDK behavior,
// so they can be separated by engine code instead.
int vertOffset = 0;
for (int m = 0; m < currentNode->mNumMeshes; ++m)
for (unsigned int m = 0; m < currentNode->mNumMeshes; ++m)
{
const aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[m]];
@@ -50,7 +50,7 @@ namespace AZ::SceneAPI::SceneBuilder
assImpMatIndexToLYIndex.insert(AZStd::pair<int, int>(mesh->mMaterialIndex, lyMeshIndex++));
}
for (int vertIdx = 0; vertIdx < mesh->mNumVertices; ++vertIdx)
for (unsigned int vertIdx = 0; vertIdx < mesh->mNumVertices; ++vertIdx)
{
AZ::Vector3 vertex(mesh->mVertices[vertIdx].x, mesh->mVertices[vertIdx].y, mesh->mVertices[vertIdx].z);
@@ -68,7 +68,7 @@ namespace AZ::SceneAPI::SceneBuilder
}
}
for (int faceIdx = 0; faceIdx < mesh->mNumFaces; ++faceIdx)
for (unsigned int faceIdx = 0; faceIdx < mesh->mNumFaces; ++faceIdx)
{
aiFace face = mesh->mFaces[faceIdx];
AZ::SceneAPI::DataTypes::IMeshData::Face meshFace;
@@ -82,7 +82,7 @@ namespace AZ::SceneAPI::SceneBuilder
face.mNumIndices);
continue;
}
for (int idx = 0; idx < face.mNumIndices; ++idx)
for (unsigned int idx = 0; idx < face.mNumIndices; ++idx)
{
meshFace.vertexIndex[idx] = face.mIndices[idx] + vertOffset;
}
@@ -160,7 +160,7 @@ namespace AWSCore
// assigned to a specific CPU starting with the specified CPU.
AZ::JobManagerDesc jobManagerDesc{};
AZ::JobManagerThreadDesc threadDesc(m_firstThreadCPU, m_threadPriority, m_threadStackSize);
for (unsigned int i = 0; i < m_threadCount; ++i)
for (int i = 0; i < m_threadCount; ++i)
{
jobManagerDesc.m_workerThreads.push_back(threadDesc);
if (threadDesc.m_cpuId > -1)
@@ -139,7 +139,7 @@ namespace AWSCore
AZStd::chrono::seconds lastSendTimeStamp = AZStd::chrono::seconds(lastSendTimeStampSeconds);
AZStd::chrono::seconds secondsSinceLastSend =
AZStd::chrono::duration_cast<AZStd::chrono::seconds>(AZStd::chrono::system_clock::now().time_since_epoch()) - lastSendTimeStamp;
if (secondsSinceLastSend.count() >= delayInSeconds)
if (static_cast<AZ::u64>(secondsSinceLastSend.count()) >= delayInSeconds)
{
return true;
}
@@ -106,7 +106,7 @@ namespace AWSMetrics
AZStd::lock_guard<AZStd::mutex> lock(m_metricsMutex);
m_metricsQueue.AddMetrics(metricsEvent);
if (m_metricsQueue.GetSizeInBytes() >= m_clientConfiguration->GetMaxQueueSizeInBytes())
if (m_metricsQueue.GetSizeInBytes() >= static_cast<size_t>(m_clientConfiguration->GetMaxQueueSizeInBytes()))
{
// Flush the metrics queue when the accumulated metrics size hits the limit
m_waitEvent.release();
@@ -431,7 +431,7 @@ namespace AWSMetrics
AZStd::lock_guard<AZStd::mutex> lock(m_metricsMutex);
m_metricsQueue.AddMetrics(offlineRecords[index]);
if (m_metricsQueue.GetSizeInBytes() >= m_clientConfiguration->GetMaxQueueSizeInBytes())
if (m_metricsQueue.GetSizeInBytes() >= static_cast<size_t>(m_clientConfiguration->GetMaxQueueSizeInBytes()))
{
// Flush the metrics queue when the accumulated metrics size hits the limit
m_waitEvent.release();
+1 -1
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@@ -216,7 +216,7 @@ namespace AWSMetrics
return false;
}
for (int metricsIndex = 0; metricsIndex < doc.Size(); metricsIndex++)
for (rapidjson::SizeType metricsIndex = 0; metricsIndex < doc.Size(); metricsIndex++)
{
MetricsEvent metrics;
if (!metrics.ReadFromJson(doc[metricsIndex]))
@@ -252,8 +252,8 @@ int AZ::FontRenderer::GetGlyph(GlyphBitmap* glyphBitmap, int* horizontalAdvance,
const int textureSlotBufferHeight = glyphBitmap->GetHeight();
// might happen if font characters are too big or cache dimenstions in font.xml is too small "<font path="VeraMono.ttf" w="320" h="368"/>"
const bool charWidthFits = iX + m_glyph->bitmap.width <= textureSlotBufferWidth;
const bool charHeightFits = iY + m_glyph->bitmap.rows <= textureSlotBufferHeight;
const bool charWidthFits = static_cast<int>(iX + m_glyph->bitmap.width) <= textureSlotBufferWidth;
const bool charHeightFits = static_cast<int>(iY + m_glyph->bitmap.rows) <= textureSlotBufferHeight;
const bool charFitsInSlot = charWidthFits && charHeightFits;
AZ_Error("Font", charFitsInSlot, "Character code %d doesn't fit in font texture; check 'sizeRatio' attribute in font XML or adjust this character's sizing in the font.", characterCode);
@@ -450,7 +450,7 @@ namespace Blast
const auto buffer = m_asset.GetAccelerator()->fillDebugRender(-1, mode == DebugRenderAabbTreeSegments);
if (buffer.lineCount)
{
for (int i = 0; i < buffer.lineCount; ++i)
for (uint32_t i = 0; i < buffer.lineCount; ++i)
{
auto& line = buffer.lines[i];
AZ::Color color;
+1 -1
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@@ -562,7 +562,7 @@ namespace Blast
public:
FakeEntityProvider(uint32_t entityCount)
{
for (int i = 0; i < entityCount; ++i)
for (uint32 i = 0; i < entityCount; ++i)
{
m_entities.push_back(AZStd::make_shared<AZ::Entity>());
}
@@ -1555,7 +1555,7 @@ namespace EMotionFX
const uint32 geomLODLevel = 0;
const uint32 numNodes = mSkeleton->GetNumNodes();
for (int nodeIndex = 0; nodeIndex < numNodes; nodeIndex++)
for (uint32 nodeIndex = 0; nodeIndex < numNodes; nodeIndex++)
{
// check if this node has a mesh, if not we can skip it
Mesh* mesh = GetMesh(geomLODLevel, nodeIndex);
@@ -116,9 +116,9 @@ namespace UnitTest
size_t value = 0;
AZStd::hash_combine(value, seed);
for (int x = 0; x < width; ++x)
for (AZ::u32 x = 0; x < width; ++x)
{
for (int y = 0; y < height; ++y)
for (AZ::u32 y = 0; y < height; ++y)
{
AZStd::hash_combine(value, x);
AZStd::hash_combine(value, y);
@@ -141,9 +141,9 @@ namespace UnitTest
const AZ::u8 pixelValue = 255;
// Image data should be stored inverted on the y axis relative to our engine, so loop backwards through y.
for (int y = height - 1; y >= 0; --y)
for (int y = static_cast<int>(height) - 1; y >= 0; --y)
{
for (int x = 0; x < width; ++x)
for (AZ::u32 x = 0; x < width; ++x)
{
if ((x == pixelX) && (y == pixelY))
{
+1 -1
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@@ -409,7 +409,7 @@ void ImGuiManager::Render()
break;
case ImGuiResolutionMode::MatchToMaxRenderResolution:
if (backBufferWidth <= static_cast<int>(m_renderResolution.x))
if (backBufferWidth <= static_cast<AZ::u32>(m_renderResolution.x))
{
renderRes[0] = backBufferWidth;
renderRes[1] = backBufferHeight;
@@ -353,10 +353,10 @@ namespace LmbrCentral
const AZ::u32 sides, const AZ::u32 segments, const AZ::u32 capSegments,
AZ::u32* indices)
{
const auto capSegmentTipVerts = capSegments > 0 ? 1 : 0;
const auto totalSegments = segments + capSegments * 2;
const auto numVerts = sides * (totalSegments + 1) + 2 * capSegmentTipVerts;
const auto hasEnds = capSegments > 0;
const AZ::u32 capSegmentTipVerts = capSegments > 0 ? 1 : 0;
const AZ::u32 totalSegments = segments + capSegments * 2;
const AZ::u32 numVerts = sides * (totalSegments + 1) + 2 * capSegmentTipVerts;
const AZ::u32 hasEnds = capSegments > 0;
// Start Faces (start point of tube)
// Each starting face shares the same vertex at the beginning of the vertex buffer
@@ -365,8 +365,7 @@ namespace LmbrCentral
// 1 face per side
if (hasEnds)
{
for (auto i = 0; i < sides; ++i)
for (AZ::u32 i = 0; i < sides; ++i)
{
AZ::u32 a = i + 1;
AZ::u32 b = a + 1;
@@ -383,9 +382,9 @@ namespace LmbrCentral
// Middle Faces
// 2 triangles per face.
// 1 face per side.
for (auto i = 0; i < totalSegments; ++i)
for (AZ::u32 i = 0; i < totalSegments; ++i)
{
for (auto j = 0; j < sides; ++j)
for (AZ::u32 j = 0; j < sides; ++j)
{
// 4 corners for each face
// a ------ d
@@ -416,7 +415,7 @@ namespace LmbrCentral
// 1 face per side
if (hasEnds)
{
for (auto i = 0; i < sides; ++i)
for (AZ::u32 i = 0; i < sides; ++i)
{
AZ::u32 a = totalSegments * sides + i + 1;
AZ::u32 b = a + 1;
@@ -1093,7 +1093,7 @@ void CUiAnimViewSequence::DeselectAllKeys()
CUiAnimViewSequenceNotificationContext context(this);
CUiAnimViewKeyBundle selectedKeys = GetSelectedKeys();
for (int i = 0; i < selectedKeys.GetKeyCount(); ++i)
for (unsigned int i = 0; i < selectedKeys.GetKeyCount(); ++i)
{
CUiAnimViewKeyHandle keyHandle = selectedKeys.GetKey(i);
keyHandle.Select(false);
@@ -1237,7 +1237,7 @@ float CUiAnimViewSequence::ClipTimeOffsetForSliding(const float timeOffset)
for (pTrackIter = tracks.begin(); pTrackIter != tracks.end(); ++pTrackIter)
{
CUiAnimViewTrack* pTrack = *pTrackIter;
for (int i = 0; i < pTrack->GetKeyCount(); ++i)
for (unsigned int i = 0; i < pTrack->GetKeyCount(); ++i)
{
CUiAnimViewKeyHandle keyHandle = pTrack->GetKey(i);
@@ -191,9 +191,9 @@ void SpriteBorderEditor::UpdateSpriteSheetCellInfo(int newNumRows, int newNumCol
// Calculate uniformly sized sprite-sheet cell UVs based on the given
// row and column cell configuration.
for (int row = 0; row < m_numRows; ++row)
for (unsigned int row = 0; row < m_numRows; ++row)
{
for (int col = 0; col < m_numCols; ++col)
for (unsigned int col = 0; col < m_numCols; ++col)
{
AZ::Vector2 min(col / floatNumCols, row / floatNumRows);
AZ::Vector2 max((col + 1) / floatNumCols, (row + 1) / floatNumRows);
@@ -17,8 +17,9 @@ LyShine::AZu32ComboBoxVec LyShine::GetEnumSpriteIndexList(AZ::EntityId entityId,
int indexCount = 0;
EBUS_EVENT_ID_RESULT(indexCount, entityId, UiIndexableImageBus, GetImageIndexCount);
const AZ::u32 indexCountu32 = static_cast<AZ::u32>(indexCount);
if (indexCount > 0 && (indexMax <= indexCount - 1) && indexMin <= indexMax)
if (indexCount > 0 && (indexMax <= indexCountu32 - 1) && indexMin <= indexMax)
{
for (AZ::u32 i = indexMin; i <= indexMax; ++i)
{
@@ -224,9 +224,9 @@ namespace
IDraw2d::Rounding pixelRounding = isPixelAligned ? IDraw2d::Rounding::Nearest : IDraw2d::Rounding::None;
float z = 1.0f;
int i = 0;
for (int y = 0; y < numY; ++y)
for (uint32 y = 0; y < numY; ++y)
{
for (int x = 0; x < numX; x += 1)
for (uint32 x = 0; x < numX; x += 1)
{
AZ::Vector3 point3(xValues[x], yValues[y], z);
point3 = transform * point3;
@@ -2030,7 +2030,7 @@ void UiImageComponent::ClipValuesForSlicedLinearFill(uint32 numValues, float* xV
float previousPercentage = 0;
int previousIndex = startClip;
int clampIndex = -1; // to clamp all values greater than m_fillAmount in specified direction.
for (int arrayPos = 1; arrayPos < numValues; ++arrayPos)
for (uint32 arrayPos = 1; arrayPos < numValues; ++arrayPos)
{
int currentIndex = startClip + arrayPos * clipInc;
float thisPercentage = (clipPosition[currentIndex] - clipPosition[startClip]) / totalLength;
@@ -2102,7 +2102,7 @@ void UiImageComponent::ClipAndRenderForSlicedRadialFill(uint32 numVertsPerSide,
if (m_fillAmount < 0.5f)
{
// Clips against first half line and then rotating line and adds results to render list.
for (int currentIndex = 0; currentIndex < totalIndices; currentIndex += 3)
for (uint32 currentIndex = 0; currentIndex < totalIndices; currentIndex += 3)
{
SVF_P2F_C4B_T2F_F4B intermediateVerts[maxTemporaryVerts];
uint16 intermediateIndices[maxTemporaryIndices];
@@ -2118,7 +2118,7 @@ void UiImageComponent::ClipAndRenderForSlicedRadialFill(uint32 numVertsPerSide,
else
{
// Clips against first half line and adds results to render list then clips against the second half line and rotating line and also adds those results to render list.
for (int currentIndex = 0; currentIndex < totalIndices; currentIndex += 3)
for (uint32 currentIndex = 0; currentIndex < totalIndices; currentIndex += 3)
{
SVF_P2F_C4B_T2F_F4B intermediateVerts[maxTemporaryVerts];
uint16 intermediateIndices[maxTemporaryIndices];
@@ -2201,7 +2201,7 @@ void UiImageComponent::ClipAndRenderForSlicedRadialCornerOrEdgeFill(uint32 numVe
int numIndicesToRender = 0;
int vertexOffset = 0;
for (int ix = 0; ix < totalIndices; ix += 3)
for (uint32 ix = 0; ix < totalIndices; ix += 3)
{
int indicesUsed = ClipToLine(verts, &indices[ix], renderVerts, renderIndices, vertexOffset, numIndicesToRender, lineOrigin, lineEnd);
numIndicesToRender += indicesUsed;
@@ -616,7 +616,7 @@ UiInteractableStateFont::FontEffectComboBoxVec UiInteractableStateFont::Populate
// NOTE: Curently, in order for this to work, when the font is changed we need to do
// "RefreshEntireTree" to get the combo box list refreshed.
unsigned int numEffects = m_fontFamily ? m_fontFamily->normal->GetNumEffects() : 0;
for (int i = 0; i < numEffects; ++i)
for (unsigned int i = 0; i < numEffects; ++i)
{
const char* name = m_fontFamily->normal->GetEffectName(i);
result.push_back(AZStd::make_pair(i, name));
@@ -830,7 +830,7 @@ void UiParticleEmitterComponent::Render(LyShine::IRenderGraph* renderGraph)
AZ::u32 totalVerticesInserted = 0;
// particlesToRender is the max particles we will render, we could render less if some have zero alpha
for (int i = 0; i < particlesToRender; ++i)
for (AZ::u32 i = 0; i < particlesToRender; ++i)
{
SVF_P2F_C4B_T2F_F4B* firstVertexOfParticle = &m_cachedPrimitive.m_vertices[totalVerticesInserted];
@@ -1827,7 +1827,7 @@ void UiParticleEmitterComponent::ResetParticleBuffers()
const int verticesPerParticle = 4;
int baseIndex = 0;
for (int i = 0; i < numIndices; i += indicesPerParticle)
for (AZ::u32 i = 0; i < numIndices; i += indicesPerParticle)
{
m_cachedPrimitive.m_indices[i + 0] = 0 + baseIndex;
m_cachedPrimitive.m_indices[i + 1] = 1 + baseIndex;
+1 -1
View File
@@ -3527,7 +3527,7 @@ UiTextComponent::FontEffectComboBoxVec UiTextComponent::PopulateFontEffectList()
if (m_font)
{
unsigned int numEffects = m_font->GetNumEffects();
for (int i = 0; i < numEffects; ++i)
for (unsigned int i = 0; i < numEffects; ++i)
{
const char* name = m_font->GetEffectName(i);
result.push_back(AZStd::make_pair(i, name));
@@ -697,7 +697,7 @@ namespace PhysXDebug
if (GetCurrentPxScene())
{
// Reserve vector capacity
const int numTriangles = rb.getNbTriangles();
const physx::PxU32 numTriangles = static_cast<physx::PxU32>(rb.getNbTriangles());
m_trianglePoints.reserve(numTriangles * 3);
m_triangleColors.reserve(numTriangles * 3);
@@ -731,7 +731,7 @@ namespace PhysXDebug
if (GetCurrentPxScene())
{
const int numLines = rb.getNbLines();
const physx::PxU32 numLines = static_cast<physx::PxU32>(rb.getNbLines());
// Reserve vector capacity
m_linePoints.reserve(numLines * 2);