tweak the scoping here a little

Change-Id: Idb257e3aee7d3f0316f34d34866eb2484390a798
This commit is contained in:
Caolán McNamara
2017-01-26 21:29:59 +00:00
parent 777a15db74
commit b602313ab8

View File

@@ -1723,10 +1723,6 @@ bool GraphicObject::ImplRenderTileRecursive( VirtualDevice& rVDev, int nExponent
// been generated
ImplTileInfo aTileInfo;
// current output position while drawing
Point aCurrPos;
int nX, nY;
// check for recursion's end condition: LSB place reached?
if( nMSBFactor == 1 )
{
@@ -1768,9 +1764,9 @@ bool GraphicObject::ImplRenderTileRecursive( VirtualDevice& rVDev, int nExponent
{
// now fill one row from aTileInfo.aNextTileTopLeft.X() all
// the way to the right
aCurrPos.X() = aTileInfo.aNextTileTopLeft.X();
aCurrPos.Y() = aTileInfo.aTileTopLeft.Y();
for( nX=0; nX < aTileInfo.nTilesEmptyX; nX += nMSBFactor )
// current output position while drawing
Point aCurrPos(aTileInfo.aNextTileTopLeft.X(), aTileInfo.aTileTopLeft.Y());
for (int nX=0; nX < aTileInfo.nTilesEmptyX; nX += nMSBFactor)
{
if( !aTmpGraphic.Draw( &rVDev, aCurrPos, aTileInfo.aTileSizePixel, pAttr, nFlags ) )
return false;
@@ -1791,7 +1787,7 @@ bool GraphicObject::ImplRenderTileRecursive( VirtualDevice& rVDev, int nExponent
// the way to the bottom
aCurrPos.X() = aTileInfo.aTileTopLeft.X();
aCurrPos.Y() = aTileInfo.aNextTileTopLeft.Y();
for( nY=0; nY < aTileInfo.nTilesEmptyY; nY += nMSBFactor )
for (int nY=0; nY < aTileInfo.nTilesEmptyY; nY += nMSBFactor)
{
if( !aTmpGraphic.Draw( &rVDev, aCurrPos, aTileInfo.aTileSizePixel, pAttr, nFlags ) )
return false;
@@ -1838,18 +1834,18 @@ bool GraphicObject::ImplRenderTileRecursive( VirtualDevice& rVDev, int nExponent
rTileInfo.nTilesEmptyY = aTileInfo.nTilesEmptyY - nRemainderTilesY;
// init output position
aCurrPos = aTileInfo.aNextTileTopLeft;
Point aCurrPos = aTileInfo.aNextTileTopLeft;
// fill our drawing area. Fill possibly more, to create the next
// bigger tile size -> see bitmap extraction above. This does no
// harm, since everything right or below our actual area is
// overdrawn by our caller. Just in case we're in the last level,
// we don't draw beyond the right or bottom border.
for( nY=0; nY < aTileInfo.nTilesEmptyY && nY < nExponent*nMSBFactor; nY += nMSBFactor )
for (int nY=0; nY < aTileInfo.nTilesEmptyY && nY < nExponent*nMSBFactor; nY += nMSBFactor)
{
aCurrPos.X() = aTileInfo.aNextTileTopLeft.X();
for( nX=0; nX < aTileInfo.nTilesEmptyX && nX < nExponent*nMSBFactor; nX += nMSBFactor )
for (int nX=0; nX < aTileInfo.nTilesEmptyX && nX < nExponent*nMSBFactor; nX += nMSBFactor)
{
if( bNoFirstTileDraw )
bNoFirstTileDraw = false; // don't draw first tile position