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path: root/canvas/source/vcl/spritecanvashelper.cxx
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Diffstat (limited to 'canvas/source/vcl/spritecanvashelper.cxx')
-rw-r--r--canvas/source/vcl/spritecanvashelper.cxx20
1 files changed, 10 insertions, 10 deletions
diff --git a/canvas/source/vcl/spritecanvashelper.cxx b/canvas/source/vcl/spritecanvashelper.cxx
index 775e53872990..b8ea28bad033 100644
--- a/canvas/source/vcl/spritecanvashelper.cxx
+++ b/canvas/source/vcl/spritecanvashelper.cxx
@@ -354,7 +354,7 @@ namespace vclcanvas
::canvas::tools::spritePixelAreaFromB2DRange( rMoveEnd ) );
::basegfx::B2IPoint aDestPos( rDestRect.getMinimum() );
- ::std::vector< ::basegfx::B2IRange > aUnscrollableAreas;
+ std::vector< ::basegfx::B2IRange > aUnscrollableAreas;
// Since strictly speaking, this scroll algorithm is plain
// buggy, the scrolled area might actually lie _below_ another
@@ -415,7 +415,7 @@ namespace vclcanvas
// repaint uncovered areas from backbuffer - take the
// _rounded_ rectangles from above, to have the update
// consistent with the scroll above.
- ::std::vector< ::basegfx::B2DRange > aUncoveredAreas;
+ std::vector< ::basegfx::B2DRange > aUncoveredAreas;
::basegfx::computeSetDifference( aUncoveredAreas,
rUpdateArea.maTotalBounds,
::basegfx::B2DRange( rDestRect ) );
@@ -425,7 +425,7 @@ namespace vclcanvas
}
void SpriteCanvasHelper::opaqueUpdate( SAL_UNUSED_PARAMETER const ::basegfx::B2DRange&,
- const ::std::vector< ::canvas::Sprite::Reference >& rSortedUpdateSprites )
+ const std::vector< ::canvas::Sprite::Reference >& rSortedUpdateSprites )
{
ENSURE_OR_THROW( mpOwningSpriteCanvas &&
mpOwningSpriteCanvas->getBackBuffer() &&
@@ -452,7 +452,7 @@ namespace vclcanvas
}
void SpriteCanvasHelper::genericUpdate( const ::basegfx::B2DRange& rRequestedArea,
- const ::std::vector< ::canvas::Sprite::Reference >& rSortedUpdateSprites )
+ const std::vector< ::canvas::Sprite::Reference >& rSortedUpdateSprites )
{
ENSURE_OR_THROW( mpOwningSpriteCanvas &&
mpOwningSpriteCanvas->getBackBuffer() &&
@@ -471,20 +471,20 @@ namespace vclcanvas
// otherwise, truncation of size below might leave visible
// areas uncovered by VDev.
const ::Point aOutputPosition(
- ::std::max( sal_Int32( 0 ),
+ std::max( sal_Int32( 0 ),
static_cast< sal_Int32 >(rRequestedArea.getMinX()) ),
- ::std::max( sal_Int32( 0 ),
+ std::max( sal_Int32( 0 ),
static_cast< sal_Int32 >(rRequestedArea.getMinY()) ) );
// round output size towards +infty. Don't want to truncate a
// fraction of a sprite pixel... Limit coverage of VDev to
// output device's area (i.e. not only to total size, but to
// cover _only_ the visible parts).
const ::Size aOutputSize(
- ::std::max( sal_Int32( 0 ),
- ::std::min( static_cast< sal_Int32 >(rTargetSizePixel.Width() - aOutputPosition.X()),
+ std::max( sal_Int32( 0 ),
+ std::min( static_cast< sal_Int32 >(rTargetSizePixel.Width() - aOutputPosition.X()),
::canvas::tools::roundUp( rRequestedArea.getMaxX() - aOutputPosition.X() ))),
- ::std::max( sal_Int32( 0 ),
- ::std::min( static_cast< sal_Int32 >(rTargetSizePixel.Height() - aOutputPosition.Y()),
+ std::max( sal_Int32( 0 ),
+ std::min( static_cast< sal_Int32 >(rTargetSizePixel.Height() - aOutputPosition.Y()),
::canvas::tools::roundUp( rRequestedArea.getMaxY() - aOutputPosition.Y() ))));
// early exit for empty output area.