Kaydet (Commit) cd6ee5de authored tarafından Thorsten Behrens's avatar Thorsten Behrens

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
üst e9bb2e6f
......@@ -763,7 +763,7 @@ namespace basegfx
aAllRange.expand(aRightRange);
// prepare loop iterator; aCurrent needs to stay unchanged for
// eventual sorted insertions of new EdgeNodes. Also prepare stop flag
// possibly sorted insertions of new EdgeNodes. Also prepare stop flag
TrDeEdgeEntries::iterator aLoop(aCurrent);
bool bDone(false);
......@@ -848,7 +848,7 @@ namespace basegfx
}
// when we get here, the intended trapezoid can be used. It needs to
// be corrected, eventually (if prepared); but this is no reason not to
// be corrected possibly (if prepared); but this is no reason not to
// use it in the same loop iteration
if(!bEndOnSameLine)
{
......
......@@ -210,7 +210,7 @@ namespace drawinglayer
FillGraphicAttribute SdrFillGraphicAttribute::createFillGraphicAttribute(const basegfx::B2DRange& rRange) const
{
// get logical size of bitmap (before expanding eventually)
// get logical size of bitmap (before possibly expanding it)
Graphic aGraphic(getFillGraphic());
// init values with defaults for stretched
......
......@@ -116,7 +116,7 @@ namespace drawinglayer
// apply original transformation. Since we have manipulated the crop
// in unit coordinates we do not need to care about mirroring or
// a corrected point for eventual shear or rotation, this all comes for
// a corrected point for a possible shear or rotation, this all comes for
// free
aNewTransform = getTransformation() * aNewTransform;
......
......@@ -49,7 +49,7 @@ namespace drawinglayer
const basegfx::B2DPoint aWorldTopLeft(getObjectTransformation() * getTopLeft());
// build object matrix in world coordinates so that the top-left
// position remains, but eventual transformations (e.g. rotations)
// position remains, but possible transformations (e.g. rotations)
// in the ObjectToView stack remain and get correctly applied
basegfx::B2DHomMatrix aObjectTransform;
......
......@@ -943,8 +943,8 @@ namespace
/** helper to take needed action on ClipRegion change. This method needs to be called
on any vcl::Region change, e.g. at the obvious actions doing this, but also at pop-calls
which change the vcl::Region of the current context. It takes care of creating the
current embeddec context, set the new vcl::Region at the context and eventually prepare
a new target for embracing new geometry to the current region
current embedded context, set the new vcl::Region at the context and possibly prepare
a new target for including new geometry into the current region
*/
void HandleNewClipRegion(
const basegfx::B2DPolyPolygon& rClipPolyPolygon,
......
......@@ -166,7 +166,7 @@ namespace basegfx
/** Get the minimum extremum position t
@param rfResult
Will be changed and set to a eventually found split value which should be in the
Will be changed and might possibly be set to a found split value, which should be in the
range [0.0 .. 1.0]. It will be the smallest current extremum; there may be more
@return
......
......@@ -94,7 +94,7 @@ namespace basegfx
For detailed discussion see B2DPolygon::getB2DRange()
@param rCandidate
The B2DPolygon eventually containing bezier segments
The B2DPolygon possibly containing bezier segments
@return
The outer range of the bezier curve
......
......@@ -50,8 +50,8 @@ namespace basegfx
Same as above, but for single polygons. Result will be
free of self-intersections. When result contains multiple
polygons, it may be necessary to rearrange their
orientations since holes may have been created (use
correctOrientations eventually).
orientations since holes may have been created (possibly use
correctOrientations).
*/
BASEGFX_DLLPUBLIC B2DPolyPolygon solveCrossovers(const B2DPolygon& rCandidate);
......
......@@ -74,7 +74,7 @@ namespace basegfx
This method just expands by the range of every sub-Polygon.
@param rCandidate
The B2DPolyPolygon eventually containing bezier segments
The B2DPolyPolygon possibly containing bezier segments
@return
The outer range of the polygon
......@@ -170,7 +170,7 @@ namespace basegfx
// This method will correct a pair of polyPolygons where the goal is to keep same point count
// to allow direct point association and also to remove self-intersections produced by shrinks.
// This method will eventually change both polyPolygons to reach that goal because there are cases
// This method might possibly change both polyPolygons to reach that goal because there are cases
// where it is necessary to add new cut points to the original
BASEGFX_DLLPUBLIC void correctGrowShrinkPolygonPair(B2DPolyPolygon& rOriginal, B2DPolyPolygon& rGrown);
......
......@@ -263,9 +263,9 @@ namespace drawinglayer
{
/** PolygonStrokeArrowPrimitive2D class
This primitive defines a PolygonStrokePrimitive2D which is extended
eventually by start and end definitions which are normally used for
arrows.
This primitive defines a PolygonStrokePrimitive2D,
possibly extended by start and end definitions, which are
normally used for arrows.
*/
class DRAWINGLAYER_DLLPUBLIC PolygonStrokeArrowPrimitive2D : public PolygonStrokePrimitive2D
{
......
......@@ -69,7 +69,7 @@ namespace drawinglayer
Basic Primitives:
- BitmapPrimitive2D (bitmap data, eventually with transparency)
- BitmapPrimitive2D (bitmap data, possibly with transparency)
- PointArrayPrimitive2D (single points)
- PolygonHairlinePrimitive2D (hairline curves/polygons)
- PolyPolygonColorPrimitive2D (colored polygons)
......
......@@ -29,16 +29,20 @@ namespace drawinglayer { namespace geometry {
class ViewInformation3D;
}}
// This class is a helper to encapsulate 3D object changes which shall change the
// scene's 2D geometry. E.g. when moving one 3D object in a scene, the visualisation
// would not change since the scene's 2D attributes are defined by it's 2D object
// transformation and the changed content would be projected to the same 2D bounds
// as before. To reflect the fact that the 2D positions may 'change' for the user's
// imagination, it is necessary to calculate a new 2D object transformation of the scene
// (the SnapRect) using the old 3D transformation stack and the eventually changed
// 3D content and tu use it. This is only wanted if changes to the scene's
// content are intended to change the scene's 2D geometry attributes
/** Helper for 3d object changes affecting 2d geometry
This class is a helper to encapsulate 3D object changes which shall
change the scene's 2D geometry. E.g. when moving one 3D object in a
scene, the visualisation would not change since the scene's 2D
attributes are defined by it's 2D object transformation and the
changed content would be projected to the same 2D bounds as
before. To reflect the fact that the 2D positions may 'change' for
the user's imagination, it is necessary to calculate a new 2D
object transformation of the scene (the SnapRect) using the old 3D
transformation stack and the possibly modified 3D content and to
use it. This is only desirable if changes to the scene's content
are intended to change the scene's 2D geometry attributes
*/
class SVX_DLLPUBLIC E3DModifySceneSnapRectUpdater
{
// the scene which may be changed. This gets set to the outmost scene
......
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