comments: fix mis-use of eventual in English
The adjective was used as the German meaning, which translates to maybe or possibly. Change-Id: Iaf5b38f628b23796829a1c4bd3919d4e13b874f0
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@ -763,7 +763,7 @@ namespace basegfx
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aAllRange.expand(aRightRange);
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// prepare loop iterator; aCurrent needs to stay unchanged for
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// eventual sorted insertions of new EdgeNodes. Also prepare stop flag
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// possibly sorted insertions of new EdgeNodes. Also prepare stop flag
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TrDeEdgeEntries::iterator aLoop(aCurrent);
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bool bDone(false);
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@ -848,7 +848,7 @@ namespace basegfx
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}
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// when we get here, the intended trapezoid can be used. It needs to
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// be corrected, eventually (if prepared); but this is no reason not to
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// be corrected possibly (if prepared); but this is no reason not to
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// use it in the same loop iteration
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if(!bEndOnSameLine)
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{
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@ -210,7 +210,7 @@ namespace drawinglayer
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FillGraphicAttribute SdrFillGraphicAttribute::createFillGraphicAttribute(const basegfx::B2DRange& rRange) const
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{
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// get logical size of bitmap (before expanding eventually)
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// get logical size of bitmap (before possibly expanding it)
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Graphic aGraphic(getFillGraphic());
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// init values with defaults for stretched
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@ -116,7 +116,7 @@ namespace drawinglayer
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// apply original transformation. Since we have manipulated the crop
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// in unit coordinates we do not need to care about mirroring or
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// a corrected point for eventual shear or rotation, this all comes for
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// a corrected point for a possible shear or rotation, this all comes for
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// free
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aNewTransform = getTransformation() * aNewTransform;
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@ -49,7 +49,7 @@ namespace drawinglayer
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const basegfx::B2DPoint aWorldTopLeft(getObjectTransformation() * getTopLeft());
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// build object matrix in world coordinates so that the top-left
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// position remains, but eventual transformations (e.g. rotations)
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// position remains, but possible transformations (e.g. rotations)
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// in the ObjectToView stack remain and get correctly applied
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basegfx::B2DHomMatrix aObjectTransform;
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@ -943,8 +943,8 @@ namespace
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/** helper to take needed action on ClipRegion change. This method needs to be called
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on any vcl::Region change, e.g. at the obvious actions doing this, but also at pop-calls
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which change the vcl::Region of the current context. It takes care of creating the
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current embeddec context, set the new vcl::Region at the context and eventually prepare
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a new target for embracing new geometry to the current region
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current embedded context, set the new vcl::Region at the context and possibly prepare
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a new target for including new geometry into the current region
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*/
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void HandleNewClipRegion(
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const basegfx::B2DPolyPolygon& rClipPolyPolygon,
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@ -166,7 +166,7 @@ namespace basegfx
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/** Get the minimum extremum position t
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@param rfResult
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Will be changed and set to a eventually found split value which should be in the
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Will be changed and might possibly be set to a found split value, which should be in the
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range [0.0 .. 1.0]. It will be the smallest current extremum; there may be more
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@return
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@ -94,7 +94,7 @@ namespace basegfx
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For detailed discussion see B2DPolygon::getB2DRange()
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@param rCandidate
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The B2DPolygon eventually containing bezier segments
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The B2DPolygon possibly containing bezier segments
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@return
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The outer range of the bezier curve
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@ -50,8 +50,8 @@ namespace basegfx
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Same as above, but for single polygons. Result will be
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free of self-intersections. When result contains multiple
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polygons, it may be necessary to rearrange their
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orientations since holes may have been created (use
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correctOrientations eventually).
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orientations since holes may have been created (possibly use
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correctOrientations).
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*/
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BASEGFX_DLLPUBLIC B2DPolyPolygon solveCrossovers(const B2DPolygon& rCandidate);
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@ -74,7 +74,7 @@ namespace basegfx
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This method just expands by the range of every sub-Polygon.
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@param rCandidate
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The B2DPolyPolygon eventually containing bezier segments
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The B2DPolyPolygon possibly containing bezier segments
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@return
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The outer range of the polygon
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@ -170,7 +170,7 @@ namespace basegfx
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// This method will correct a pair of polyPolygons where the goal is to keep same point count
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// to allow direct point association and also to remove self-intersections produced by shrinks.
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// This method will eventually change both polyPolygons to reach that goal because there are cases
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// This method might possibly change both polyPolygons to reach that goal because there are cases
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// where it is necessary to add new cut points to the original
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BASEGFX_DLLPUBLIC void correctGrowShrinkPolygonPair(B2DPolyPolygon& rOriginal, B2DPolyPolygon& rGrown);
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@ -263,9 +263,9 @@ namespace drawinglayer
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{
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/** PolygonStrokeArrowPrimitive2D class
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This primitive defines a PolygonStrokePrimitive2D which is extended
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eventually by start and end definitions which are normally used for
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arrows.
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This primitive defines a PolygonStrokePrimitive2D,
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possibly extended by start and end definitions, which are
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normally used for arrows.
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*/
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class DRAWINGLAYER_DLLPUBLIC PolygonStrokeArrowPrimitive2D : public PolygonStrokePrimitive2D
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{
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@ -69,7 +69,7 @@ namespace drawinglayer
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Basic Primitives:
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- BitmapPrimitive2D (bitmap data, eventually with transparency)
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- BitmapPrimitive2D (bitmap data, possibly with transparency)
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- PointArrayPrimitive2D (single points)
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- PolygonHairlinePrimitive2D (hairline curves/polygons)
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- PolyPolygonColorPrimitive2D (colored polygons)
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@ -29,16 +29,20 @@ namespace drawinglayer { namespace geometry {
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class ViewInformation3D;
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}}
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// This class is a helper to encapsulate 3D object changes which shall change the
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// scene's 2D geometry. E.g. when moving one 3D object in a scene, the visualisation
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// would not change since the scene's 2D attributes are defined by it's 2D object
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// transformation and the changed content would be projected to the same 2D bounds
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// as before. To reflect the fact that the 2D positions may 'change' for the user's
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// imagination, it is necessary to calculate a new 2D object transformation of the scene
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// (the SnapRect) using the old 3D transformation stack and the eventually changed
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// 3D content and tu use it. This is only wanted if changes to the scene's
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// content are intended to change the scene's 2D geometry attributes
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/** Helper for 3d object changes affecting 2d geometry
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This class is a helper to encapsulate 3D object changes which shall
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change the scene's 2D geometry. E.g. when moving one 3D object in a
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scene, the visualisation would not change since the scene's 2D
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attributes are defined by it's 2D object transformation and the
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changed content would be projected to the same 2D bounds as
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before. To reflect the fact that the 2D positions may 'change' for
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the user's imagination, it is necessary to calculate a new 2D
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object transformation of the scene (the SnapRect) using the old 3D
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transformation stack and the possibly modified 3D content and to
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use it. This is only desirable if changes to the scene's content
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are intended to change the scene's 2D geometry attributes
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*/
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class SVX_DLLPUBLIC E3DModifySceneSnapRectUpdater
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{
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// the scene which may be changed. This gets set to the outmost scene
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