IFSSaver: Use single-precision floating point math
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@@ -47,7 +47,7 @@ IFSSaver::IFSSaver(BMessage* message, image_id id)
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BHandler("IFS Saver"),
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BHandler("IFS Saver"),
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fIFS(NULL),
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fIFS(NULL),
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fIsPreview(false),
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fIsPreview(false),
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fBounds(0.0, 0.0, -1.0, -1.0),
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fBounds(0.0f, 0.0f, -1.0f, -1.0f),
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fLastDrawnFrame(0),
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fLastDrawnFrame(0),
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fAdditive(false),
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fAdditive(false),
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fSpeed(6)
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fSpeed(6)
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@@ -78,8 +78,8 @@ void
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IFSSaver::StartConfig(BView* view)
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IFSSaver::StartConfig(BView* view)
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{
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{
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BRect bounds = view->Bounds();
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BRect bounds = view->Bounds();
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bounds.InsetBy(10.0, 10.0);
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bounds.InsetBy(10.0f, 10.0f);
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BRect frame(0.0, 0.0, bounds.Width(), 20.0);
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BRect frame(0.0f, 0.0f, bounds.Width(), 20.0f);
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// the additive check box
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// the additive check box
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fAdditiveCB = new BCheckBox(frame, "additive setting",
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fAdditiveCB = new BCheckBox(frame, "additive setting",
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@@ -89,7 +89,7 @@ IFSSaver::StartConfig(BView* view)
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fAdditiveCB->SetValue(fAdditive);
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fAdditiveCB->SetValue(fAdditive);
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fAdditiveCB->ResizeToPreferred();
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fAdditiveCB->ResizeToPreferred();
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bounds.bottom -= fAdditiveCB->Bounds().Height() * 2.0;
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bounds.bottom -= fAdditiveCB->Bounds().Height() * 2.0f;
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fAdditiveCB->MoveTo(bounds.LeftBottom());
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fAdditiveCB->MoveTo(bounds.LeftBottom());
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view->AddChild(fAdditiveCB);
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view->AddChild(fAdditiveCB);
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@@ -104,7 +104,7 @@ IFSSaver::StartConfig(BView* view)
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fSpeedS->SetHashMarkCount(12);
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fSpeedS->SetHashMarkCount(12);
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fSpeedS->ResizeToPreferred();
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fSpeedS->ResizeToPreferred();
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bounds.bottom -= fSpeedS->Bounds().Height() + 15.0;
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bounds.bottom -= fSpeedS->Bounds().Height() + 15.0f;
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fSpeedS->MoveTo(bounds.LeftBottom());
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fSpeedS->MoveTo(bounds.LeftBottom());
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view->AddChild(fSpeedS);
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view->AddChild(fSpeedS);
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@@ -148,7 +148,7 @@ IFSSaver::StartSaver(BView* view, bool preview)
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BScreen screen(B_MAIN_SCREEN_ID);
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BScreen screen(B_MAIN_SCREEN_ID);
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screen.GetMode(&mode);
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screen.GetMode(&mode);
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float totalSize = mode.timing.h_total * mode.timing.v_total;
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float totalSize = mode.timing.h_total * mode.timing.v_total;
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float fps = mode.timing.pixel_clock * 1000.0 / totalSize;
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float fps = mode.timing.pixel_clock * 1000.0f / totalSize;
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SetTickSize((bigtime_t)floor(1000000.0 / fps + 0.5));
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SetTickSize((bigtime_t)floor(1000000.0 / fps + 0.5));
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