Interface Kit: Add casts to int32 following previous commit.
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@ -43,8 +43,8 @@
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int32
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BLayoutUtils::AddSizesInt32(int32 a, int32 b)
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{
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if (a >= B_SIZE_UNLIMITED - b)
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return B_SIZE_UNLIMITED;
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if (a >= (int32)B_SIZE_UNLIMITED - b)
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return (int32)B_SIZE_UNLIMITED;
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return a + b;
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}
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@ -53,7 +53,7 @@ public:
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void InitFromSizes(int32* sizes)
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{
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fLocations[0] = 0;
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for (int32 i = 0; i < fCount; i++)
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for (int32 i = 0; i < fCount; i++)
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fLocations[i + 1] = fLocations[i] + sizes[i] + fSpacing;
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}
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@ -168,7 +168,7 @@ ComplexLayouter::ComplexLayouter(int32 elementCount, float spacing)
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fSums(new(nothrow) SumItem[elementCount + 1]),
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fSumBackups(new(nothrow) SumItemBackup[elementCount + 1]),
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fOptimizer(new(nothrow) LayoutOptimizer(elementCount)),
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fUnlimited(B_SIZE_UNLIMITED / (elementCount == 0 ? 1 : elementCount)),
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fUnlimited((int32)B_SIZE_UNLIMITED / (elementCount == 0 ? 1 : elementCount)),
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fMinMaxValid(false),
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fOptimizerConstraintsAdded(false)
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{
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@ -44,23 +44,23 @@ public:
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ElementInfo()
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: index(0),
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min(0),
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max(B_SIZE_UNLIMITED),
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max((int32)B_SIZE_UNLIMITED),
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preferred(0),
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weight(1),
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tempWeight(0)
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{
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{
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}
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ElementInfo(int index)
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: index(index),
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min(0),
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max(B_SIZE_UNLIMITED),
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max((int32)B_SIZE_UNLIMITED),
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preferred(0),
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weight(1),
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tempWeight(0)
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{
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{
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}
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void Assign(const ElementInfo& info)
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{
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min = info.min;
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@ -89,7 +89,7 @@ public:
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{
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delete[] fElements;
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}
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virtual float ElementLocation(int32 element)
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{
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if (element < 0 || element >= fElementCount) {
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@ -117,7 +117,7 @@ SimpleLayouter::SimpleLayouter(int32 elementCount, float spacing)
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: fElementCount(elementCount),
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fSpacing((int32)spacing),
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fMin(0),
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fMax(B_SIZE_UNLIMITED),
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fMax((int32)B_SIZE_UNLIMITED),
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fPreferred(0),
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fMinMaxValid(false),
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fLayoutInfo(NULL)
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@ -150,7 +150,7 @@ SimpleLayouter::AddConstraints(int32 element, int32 length,
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int32 min = (int32)_min + 1;
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int32 max = (int32)_max + 1;
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// int32 preferred = (int32)_preferred + 1;
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ElementInfo& info = fElements[element];
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info.min = max_c(info.min, min);
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info.max = min_c(info.max, max);
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@ -209,7 +209,7 @@ SimpleLayouter::Layout(LayoutInfo* layoutInfo, float _size)
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int32 size = int32(_size + 1);
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fLayoutInfo = (MyLayoutInfo*)layoutInfo;
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_ValidateMinMax();
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if (fElementCount == 0)
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@ -284,7 +284,7 @@ SimpleLayouter::_CalculateSumWeight(BList& elementInfos)
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if (elementInfos.IsEmpty())
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return 0;
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int32 count = elementInfos.CountItems();
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// sum up the floating point weight, so we get a scale
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double scale = 0;
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for (int32 i = 0; i < count; i++) {
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@ -316,11 +316,11 @@ SimpleLayouter::_CalculateSumWeight(BList& elementInfos)
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weight += info->tempWeight;
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}
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}
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return weight;
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}
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// _ValidateMinMax
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// _ValidateMinMax
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void
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SimpleLayouter::_ValidateMinMax()
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{
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@ -331,11 +331,11 @@ SimpleLayouter::_ValidateMinMax()
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if (fElementCount == 0) {
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fMin = 0;
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fMax = B_SIZE_UNLIMITED;
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fMax = (int32)B_SIZE_UNLIMITED;
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fPreferred = 0;
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return;
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}
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int spacing = (fElementCount - 1) * fSpacing;
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fMin = spacing;
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fMax = spacing;
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