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raw | patch | inline | side by side (parent: ad2113d)
author | jucablues <jucablues@users.sourceforge.net> | |
Tue, 19 Feb 2008 15:30:10 +0000 (15:30 +0000) | ||
committer | jucablues <jucablues@users.sourceforge.net> | |
Tue, 19 Feb 2008 15:30:10 +0000 (15:30 +0000) |
src/ui/dialog/filter-effects-dialog.cpp | patch | blob | history |
index 30b6ac4cfc73f9c9c400ec9032b761e9dacf58a5..6b7a0345735ad8a1c0adeb55a79da171c676fa6d 100644 (file)
get_bin_window()->draw_line(darkgc, outline_x, y - 1, outline_x, y + h);
std::vector<Gdk::Point> con_poly;
- int con_drag_y;
+ int con_drag_y = 0;
bool inside;
const SPFilterPrimitive* row_prim = (*row)[_columns.primitive];
const int inputs = input_count(row_prim);
@@ -1708,7 +1708,7 @@ const Gtk::TreeIter FilterEffectsDialog::PrimitiveList::find_result(const Gtk::T
{
SPFilterPrimitive* prim = (*start)[_columns.primitive];
Gtk::TreeIter target = _model->children().end();
- int image;
+ int image = 0;
if(SP_IS_FEMERGE(prim)) {
int c = 0;
_infobox_icon.set(g_strdup_printf("%s/feTurbulence-icon.png", INKSCAPE_PIXMAPDIR));
_infobox_desc.set_markup(_("The <b>feTurbulence</b> filter primitive renders Perlin noise. This kind of noise is useful in simulating several nature phenomena like clouds, fire and smoke and in generating complex textures like marble or granite."));
break;
+ default:
+ g_assert(false);
+ break;
}
}