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Searched refs:aSplit (Results 1 – 5 of 5) sorted by relevance

/aoo41x/main/sc/source/ui/view/
H A Dtabview.cxx2258 Point aSplit; in FreezeSplitters() local
2268 aSplit.X() = nSplitPos - aWinStart.X(); in FreezeSplitters()
2271 aSplit.Y() = aViewData.GetVSplitPos() - aWinStart.Y(); in FreezeSplitters()
2273 aViewData.GetPosFromPixel( aSplit.X(), aSplit.Y(), ePos, nPosX, nPosY ); in FreezeSplitters()
2276 aViewData.GetMouseQuadrant( aSplit, ePos, nPosX, nPosY, bLeft, bTop ); in FreezeSplitters()
2305 long nSplitPos = aSplit.X() + aWinStart.X(); in FreezeSplitters()
2318 if (aSplit.Y() > 0) in FreezeSplitters()
2321 aViewData.SetVSplitPos( aSplit.Y() + aWinStart.Y() ); in FreezeSplitters()
2376 Point aSplit = aViewData.GetScrPos( nPosX, nPosY, ePos, sal_True ); in SplitAtCursor() local
2378 DoHSplit( aSplit.X() + aWinStart.X() ); in SplitAtCursor()
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/aoo41x/main/basegfx/source/curve/
H A Db2dcubicbezier.cxx826 const B2DPoint aSplit(interpolate(maStartPoint, maEndPoint, t)); in split() local
831 pBezierA->setEndPoint(aSplit); in split()
833 pBezierA->setControlPointB(aSplit); in split()
838 pBezierB->setStartPoint(aSplit); in split()
840 pBezierB->setControlPointA(aSplit); in split()
/aoo41x/main/basegfx/source/polygon/
H A Db2dtrapezoid.cxx423 const B2DPoint aSplit(aCompare.getCutPointForGivenY(fFixedY)); in solveHorizontalEdges() local
425 if(fTools::more(aSplit.getX(), aRange.getMinimum()) in solveHorizontalEdges()
426 && fTools::less(aSplit.getX(), aRange.getMaximum())) in solveHorizontalEdges()
429 B2DPoint* pNewPoint = new B2DPoint(aSplit); in solveHorizontalEdges()
/aoo41x/main/sw/source/ui/shells/
H A Dtabsh.cxx1199 SwFmtLayoutSplit aSplit( ((const SvxFmtSplitItem*)pItem)->GetValue()); in Execute() local
1201 aSet.Put(aSplit); in Execute()
/aoo41x/main/sc/source/ui/unoobj/
H A Dviewuno.cxx1793 …Point aSplit(pViewData->GetScrPos( (SCCOL)nColumns, (SCROW)nRows, SC_SPLIT_BOTTOMLEFT, sal_True )); in freezeAtPosition() local
1794 aSplit += aWinStart; in freezeAtPosition()
1796 pViewSh->SplitAtPixel( aSplit, sal_True, sal_True ); in freezeAtPosition()

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