Kaydet (Commit) 35974dfc authored tarafından Andrea Gelmini's avatar Andrea Gelmini Kaydeden (comit) Adolfo Jayme Barrientos

Fix typos

Change-Id: I3f3abc3c6e12536d4bc38f0c676d5fc20532a1e3
Reviewed-on: https://gerrit.libreoffice.org/41370Tested-by: 's avatarJenkins <ci@libreoffice.org>
Reviewed-by: 's avatarAdolfo Jayme Barrientos <fitojb@ubuntu.com>
üst 59fd62fc
...@@ -139,7 +139,7 @@ namespace drawinglayer ...@@ -139,7 +139,7 @@ namespace drawinglayer
} }
//Resolves: tdf#105998 if we are a hairline along the very right/bottom edge //Resolves: tdf#105998 if we are a hairline along the very right/bottom edge
//of the canvas then distory the polygon inwards one pixel right/bottom so that //of the canvas then destroy the polygon inwards one pixel right/bottom so that
//the hairline falls inside the paintable area and becomes visible //the hairline falls inside the paintable area and becomes visible
Size aSize = mpOutputDevice->GetOutputSize(); Size aSize = mpOutputDevice->GetOutputSize();
basegfx::B2DRange aRange = aLocalPolygon.getB2DRange(); basegfx::B2DRange aRange = aLocalPolygon.getB2DRange();
......
...@@ -467,7 +467,7 @@ namespace pcr ...@@ -467,7 +467,7 @@ namespace pcr
// stop listening // stop listening
stopContainerWindowListening(); stopContainerWindowListening();
// outtahere // outta here
return true; return true;
} }
......
...@@ -42,7 +42,7 @@ namespace drawinglayer ...@@ -42,7 +42,7 @@ namespace drawinglayer
is tiled or not. is tiled or not.
Renderers should handle this primitive; it has a geometrically correct Renderers should handle this primitive; it has a geometrically correct
decomposition, but on pixel oututs the areas where the tiled pieces are decomposition, but on pixel outputs the areas where the tiled pieces are
aligned tend to show up (one overlapping or empty pixel) aligned tend to show up (one overlapping or empty pixel)
*/ */
class DRAWINGLAYER_DLLPUBLIC FillGraphicPrimitive2D : public BufferedDecompositionPrimitive2D class DRAWINGLAYER_DLLPUBLIC FillGraphicPrimitive2D : public BufferedDecompositionPrimitive2D
......
...@@ -72,7 +72,7 @@ LwpSortOption::LwpSortOption(LwpObjectStream* pStrm) ...@@ -72,7 +72,7 @@ LwpSortOption::LwpSortOption(LwpObjectStream* pStrm)
Read(pStrm); Read(pStrm);
} }
/** /**
* @descr Read sort option in VO_DOCUMNET from object stream * @descr Read sort option in VO_DOCUMENT from object stream
**/ **/
void LwpSortOption::Read(LwpObjectStream *pStrm) void LwpSortOption::Read(LwpObjectStream *pStrm)
{ {
......
...@@ -95,7 +95,7 @@ sal_uInt32 PngHelper::deflateBuffer( const Output_t* i_pBuf, size_t i_nLen, Outp ...@@ -95,7 +95,7 @@ sal_uInt32 PngHelper::deflateBuffer( const Output_t* i_pBuf, size_t i_nLen, Outp
if( deflate( &aStream, Z_FINISH ) == Z_STREAM_ERROR ) if( deflate( &aStream, Z_FINISH ) == Z_STREAM_ERROR )
{ {
deflateEnd( &aStream ); deflateEnd( &aStream );
// scrao the data of this broken stream // scrap the data of this broken stream
o_rOut.resize( nOrigSize ); o_rOut.resize( nOrigSize );
return 0; return 0;
} }
......
...@@ -266,7 +266,7 @@ bool SwPageFrame::GetCursorOfst( SwPosition *pPos, Point &rPoint, ...@@ -266,7 +266,7 @@ bool SwPageFrame::GetCursorOfst( SwPosition *pPos, Point &rPoint,
} }
else else
{ {
/* In order to provide a selection as accurable as possible when we have both /* In order to provide a selection as accurate as possible when we have both
* text and background object, then we compute the distance between both * text and background object, then we compute the distance between both
* would-be positions and the click point. The shortest distance wins. * would-be positions and the click point. The shortest distance wins.
*/ */
......
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