Author: jghali
Date: Tue Feb 18 00:48:53 2020
New Revision: 23463

URL: http://scribus.net/websvn/listing.php?repname=Scribus&sc=1&rev=23463
Log:
Code style fixes

Modified:
    trunk/Scribus/scribus/util_math.cpp

Modified: trunk/Scribus/scribus/util_math.cpp
URL: 
http://scribus.net/websvn/diff.php?repname=Scribus&rev=23463&path=/trunk/Scribus/scribus/util_math.cpp
==============================================================================
--- trunk/Scribus/scribus/util_math.cpp (original)
+++ trunk/Scribus/scribus/util_math.cpp Tue Feb 18 00:48:53 2020
@@ -264,8 +264,10 @@
 QList<QPainterPath> decomposePath(QPainterPath &path)
 {
        QList<QPainterPath> ret;
-       ret.clear();
        QPainterPath part;
+       QPainterPath::Element element1;
+       QPainterPath::Element element2;
+
        part = QPainterPath();
        bool first = true;
        for (int i = 0; i < path.elementCount(); ++i)
@@ -288,7 +290,9 @@
                                part.lineTo(elm.x, elm.y);
                                break;
                        case QPainterPath::CurveToElement:
-                               part.cubicTo(elm.x, elm.y, 
path.elementAt(i+1).x, path.elementAt(i+1).y, path.elementAt(i+2).x, 
path.elementAt(i+2).y );
+                               element1 = path.elementAt(i + 1);
+                               element2 = path.elementAt(i + 2);
+                               part.cubicTo(elm.x, elm.y, element1.x, 
element1.y, element2.x, element2.y );
                                break;
                        default:
                                break;
@@ -391,31 +395,33 @@
        return partIn ? (ry > prect->bottom()) : false;
 }
 
-QPolygon flattenPath(const FPointArray& ina, QList<uint> &Segs)
+QPolygon flattenPath(const FPointArray& ina, QList<uint> &segments)
 {
        QPolygon cli;
        QPolygon outa;
-       Segs.clear();
+
+       segments.clear();
        if (ina.size() <= 3)
                return outa;
-       int limit=ina.size()-3;
-       for (int poi=0; poi<limit; poi += 4)
-       {
-               if (ina.isMarker(poi)) // && cli.size() > 0)
-               {
-                       Segs.append(outa.size());
+
+       int limit = ina.size() - 3;
+       for (int i = 0; i < limit; i += 4)
+       {
+               if (ina.isMarker(i)) // && cli.size() > 0)
+               {
+                       segments.append(outa.size());
                        continue;
                }
-               const FPoint& a1 = ina.point(poi);
-               const FPoint& a2 = ina.point(poi+1);
-               const FPoint& a3 = ina.point(poi+3);
-               const FPoint& a4 = ina.point(poi+2);
-               QPainterPath Bez;
-               Bez.moveTo(a1.x(), a1.y());
-               Bez.cubicTo(a2.x(), a2.y(), a3.x(), a3.y(), a4.x(), a4.y());
-               cli = Bez.toFillPolygon().toPolygon();
+               const FPoint& a1 = ina.point(i);
+               const FPoint& a2 = ina.point(i + 1);
+               const FPoint& a3 = ina.point(i + 3);
+               const FPoint& a4 = ina.point(i + 2);
+               QPainterPath bez;
+               bez.moveTo(a1.x(), a1.y());
+               bez.cubicTo(a2.x(), a2.y(), a3.x(), a3.y(), a4.x(), a4.y());
+               cli = bez.toFillPolygon().toPolygon();
                if (cli.size() > 1)
-                       outa.putPoints(outa.size(), cli.size()-2, cli);
+                       outa.putPoints(outa.size(), cli.size() - 2, cli);
                else
                        outa << QPoint(qRound(a4.x()), qRound(a4.y()));
        }
@@ -480,13 +486,13 @@
 
 double constrainAngle(double angle, double constrain)
 {
-       double newAngle=angle;
-       double constrainTo=constrain;
-       if (newAngle<0.0)
-               newAngle+=360.0;
-       newAngle=qRound(newAngle/constrainTo)*constrainTo;
-       if (newAngle==360.0)
-               newAngle=0.0;
+       double newAngle = angle;
+       double constrainTo = constrain;
+       if (newAngle < 0.0)
+               newAngle += 360.0;
+       newAngle = qRound(newAngle / constrainTo) * constrainTo;
+       if (newAngle == 360.0)
+               newAngle = 0.0;
        return newAngle;
 }
 


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