Change fractional point size from float to double
There doesn't seem to be any compelling reason to use float. Using double is simpler, and avoids otherwise unnecessary float<->double conversions.
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@@ -241,7 +241,7 @@ int wxFont::GetPointSize() const
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return M_FONTDATA.wxNativeFontInfo::GetPointSize();
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}
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float wxFont::GetFractionalPointSize() const
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double wxFont::GetFractionalPointSize() const
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{
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return M_FONTDATA.GetFractionalPointSize();
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}
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@@ -287,7 +287,7 @@ bool wxFont::GetStrikethrough() const
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}
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void wxFont::SetFractionalPointSize(float pointSize)
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void wxFont::SetFractionalPointSize(double pointSize)
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{
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AllocExclusive();
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@@ -390,7 +390,7 @@ void wxNativeFontInfo::Init()
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{
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}
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float wxNativeFontInfo::GetFractionalPointSize() const
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double wxNativeFontInfo::GetFractionalPointSize() const
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{
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return m_qtFont.pointSizeF();
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}
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@@ -501,7 +501,7 @@ wxFontEncoding wxNativeFontInfo::GetEncoding() const
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return wxFONTENCODING_UTF8;
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}
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void wxNativeFontInfo::SetFractionalPointSize(float pointsize)
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void wxNativeFontInfo::SetFractionalPointSize(double pointsize)
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{
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m_qtFont.setPointSizeF(pointsize);
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}
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