Chart: fixes 64 bit warnings
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@@ -1171,7 +1171,7 @@ ChartWindow::ButtonPicture(bool active, int32 button_type)
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than what a standard BButton would allow) with the current value
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than what a standard BButton would allow) with the current value
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of the star density pourcentage. */
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of the star density pourcentage. */
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value = (fCurrentSettings.star_density*100 + STAR_DENSITY_MAX/2) / STAR_DENSITY_MAX;
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value = (fCurrentSettings.star_density*100 + STAR_DENSITY_MAX/2) / STAR_DENSITY_MAX;
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sprintf(word, "%3ld", value);
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sprintf(word, "%3" B_PRId32, value);
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draw_string:
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draw_string:
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fOffwindowButton->SetFont(be_bold_font);
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fOffwindowButton->SetFont(be_bold_font);
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fOffwindowButton->SetFontSize(14.0);
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fOffwindowButton->SetFontSize(14.0);
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@@ -2135,7 +2135,7 @@ ChartWindow::SetPatternBits(buffer *buf)
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That's the main thread controling the animation and synchronising
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That's the main thread controling the animation and synchronising
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the engine state with the changes coming from the UI.
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the engine state with the changes coming from the UI.
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*/
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*/
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long
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int32
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ChartWindow::Animation(void *data)
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ChartWindow::Animation(void *data)
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{
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{
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int32 i, cur_4_frames_index, cur_last_fps, count_fps;
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int32 i, cur_4_frames_index, cur_last_fps, count_fps;
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@@ -2253,7 +2253,7 @@ ChartWindow::Animation(void *data)
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slave of the Animation thread. It's directly synchronised with its
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slave of the Animation thread. It's directly synchronised with its
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master, and will only do some star animation processing whenever
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master, and will only do some star animation processing whenever
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its master allows him to do so. */
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its master allows him to do so. */
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long
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int32
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ChartWindow::Animation2(void *data)
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ChartWindow::Animation2(void *data)
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{
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{
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ChartWindow *w = (ChartWindow*)data;
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ChartWindow *w = (ChartWindow*)data;
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@@ -292,8 +292,8 @@ static BWindow *GetAppWindow(const char *name);
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/* Engine processing related functions. */
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/* Engine processing related functions. */
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/* those functions are the two processing threads launcher */
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/* those functions are the two processing threads launcher */
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static long Animation(void *data);
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static int32 Animation(void *data);
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static long Animation2(void *data);
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static int32 Animation2(void *data);
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/* After every camera move or rotation, reprocess the torus
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/* After every camera move or rotation, reprocess the torus
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cycle of the starfield to maintain the pyramid of vision
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cycle of the starfield to maintain the pyramid of vision
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of the camera completly inside a 1x1x1 iteration of the
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of the camera completly inside a 1x1x1 iteration of the
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