tweak the scoping here a little
Change-Id: Idb257e3aee7d3f0316f34d34866eb2484390a798
This commit is contained in:
@@ -1723,10 +1723,6 @@ bool GraphicObject::ImplRenderTileRecursive( VirtualDevice& rVDev, int nExponent
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// been generated
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ImplTileInfo aTileInfo;
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// current output position while drawing
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Point aCurrPos;
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int nX, nY;
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// check for recursion's end condition: LSB place reached?
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if( nMSBFactor == 1 )
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{
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@@ -1768,9 +1764,9 @@ bool GraphicObject::ImplRenderTileRecursive( VirtualDevice& rVDev, int nExponent
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{
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// now fill one row from aTileInfo.aNextTileTopLeft.X() all
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// the way to the right
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aCurrPos.X() = aTileInfo.aNextTileTopLeft.X();
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aCurrPos.Y() = aTileInfo.aTileTopLeft.Y();
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for( nX=0; nX < aTileInfo.nTilesEmptyX; nX += nMSBFactor )
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// current output position while drawing
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Point aCurrPos(aTileInfo.aNextTileTopLeft.X(), aTileInfo.aTileTopLeft.Y());
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for (int nX=0; nX < aTileInfo.nTilesEmptyX; nX += nMSBFactor)
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{
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if( !aTmpGraphic.Draw( &rVDev, aCurrPos, aTileInfo.aTileSizePixel, pAttr, nFlags ) )
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return false;
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@@ -1791,7 +1787,7 @@ bool GraphicObject::ImplRenderTileRecursive( VirtualDevice& rVDev, int nExponent
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// the way to the bottom
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aCurrPos.X() = aTileInfo.aTileTopLeft.X();
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aCurrPos.Y() = aTileInfo.aNextTileTopLeft.Y();
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for( nY=0; nY < aTileInfo.nTilesEmptyY; nY += nMSBFactor )
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for (int nY=0; nY < aTileInfo.nTilesEmptyY; nY += nMSBFactor)
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{
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if( !aTmpGraphic.Draw( &rVDev, aCurrPos, aTileInfo.aTileSizePixel, pAttr, nFlags ) )
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return false;
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@@ -1838,18 +1834,18 @@ bool GraphicObject::ImplRenderTileRecursive( VirtualDevice& rVDev, int nExponent
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rTileInfo.nTilesEmptyY = aTileInfo.nTilesEmptyY - nRemainderTilesY;
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// init output position
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aCurrPos = aTileInfo.aNextTileTopLeft;
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Point aCurrPos = aTileInfo.aNextTileTopLeft;
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// fill our drawing area. Fill possibly more, to create the next
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// bigger tile size -> see bitmap extraction above. This does no
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// harm, since everything right or below our actual area is
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// overdrawn by our caller. Just in case we're in the last level,
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// we don't draw beyond the right or bottom border.
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for( nY=0; nY < aTileInfo.nTilesEmptyY && nY < nExponent*nMSBFactor; nY += nMSBFactor )
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for (int nY=0; nY < aTileInfo.nTilesEmptyY && nY < nExponent*nMSBFactor; nY += nMSBFactor)
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{
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aCurrPos.X() = aTileInfo.aNextTileTopLeft.X();
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for( nX=0; nX < aTileInfo.nTilesEmptyX && nX < nExponent*nMSBFactor; nX += nMSBFactor )
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for (int nX=0; nX < aTileInfo.nTilesEmptyX && nX < nExponent*nMSBFactor; nX += nMSBFactor)
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{
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if( bNoFirstTileDraw )
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bNoFirstTileDraw = false; // don't draw first tile position
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