* @param minorAxisDistance The minorAxisDistance\r
* @return The distance\r
*/\r
-static int GetWeightedDistanceFor(int majorAxisDistance, int minorAxisDistance)\r
+static uint64_t GetWeightedDistanceFor(int majorAxisDistance, int minorAxisDistance)\r
{\r
- return 13 * majorAxisDistance * majorAxisDistance + minorAxisDistance * minorAxisDistance;\r
+ return 13 * static_cast<int64_t>(majorAxisDistance) * static_cast<int64_t>(majorAxisDistance) + static_cast<int64_t>(minorAxisDistance) * static_cast<int64_t>(minorAxisDistance);\r
}\r
\r
/**\r
bool IsFocusable(Actor& actor)\r
{\r
return (actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) &&\r
+ actor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED) &&\r
actor.GetProperty<bool>(Actor::Property::VISIBLE) &&\r
actor.GetProperty<Vector4>(Actor::Property::WORLD_COLOR).a > FULLY_TRANSPARENT);\r
}\r