diff --git a/src/fontcache.cpp b/src/fontcache.cpp --- a/src/fontcache.cpp +++ b/src/fontcache.cpp @@ -492,7 +492,7 @@ void FreeTypeFontCache::SetFontSize(Font /* Font height is minimum height plus the difference between the default * height for this font size and the small size. */ int diff = scaled_height - ScaleFontTrad(_default_font_height[FS_SMALL]); - pixels = Clamp(min(head->Lowest_Rec_PPEM, 20) + diff, scaled_height, MAX_FONT_SIZE); + pixels = Clamp(std::min(head->Lowest_Rec_PPEM, 20u) + diff, scaled_height, MAX_FONT_SIZE); } } else { pixels = ScaleFontTrad(pixels); @@ -656,8 +656,8 @@ const Sprite *FreeTypeFontCache::Interna aa = (slot->bitmap.pixel_mode == FT_PIXEL_MODE_GRAY); /* Add 1 pixel for the shadow on the medium font. Our sprite must be at least 1x1 pixel */ - uint width = max(1U, (uint)slot->bitmap.width + (this->fs == FS_NORMAL)); - uint height = max(1U, (uint)slot->bitmap.rows + (this->fs == FS_NORMAL)); + uint width = std::max(1U, (uint)slot->bitmap.width + (this->fs == FS_NORMAL)); + uint height = std::max(1U, (uint)slot->bitmap.rows + (this->fs == FS_NORMAL)); /* Limit glyph size to prevent overflows later on. */ if (width > 256 || height > 256) usererror("Font glyph is too large"); @@ -797,7 +797,7 @@ void Win32FontCache::SetFontSize(FontSiz /* Font height is minimum height plus the difference between the default * height for this font size and the small size. */ int diff = scaled_height - ScaleFontTrad(_default_font_height[FS_SMALL]); - pixels = Clamp(min(otm->otmusMinimumPPEM, 20) + diff, scaled_height, MAX_FONT_SIZE); + pixels = Clamp(std::min(otm->otmusMinimumPPEM, 20u) + diff, scaled_height, MAX_FONT_SIZE); SelectObject(dc, old); DeleteObject(temp); @@ -851,7 +851,7 @@ void Win32FontCache::ClearFontCache() MAT2 mat = { {0, 1}, {0, 0}, {0, 0}, {0, 1} }; /* Make a guess for the needed memory size. */ - DWORD size = this->glyph_size.cy * Align(aa ? this->glyph_size.cx : max(this->glyph_size.cx / 8l, 1l), 4); // Bitmap data is DWORD-aligned rows. + DWORD size = this->glyph_size.cy * Align(aa ? this->glyph_size.cx : std::max(this->glyph_size.cx / 8l, 1l), 4); // Bitmap data is DWORD-aligned rows. byte *bmp = AllocaM(byte, size); size = GetGlyphOutline(this->dc, key, GGO_GLYPH_INDEX | (aa ? GGO_GRAY8_BITMAP : GGO_BITMAP), &gm, size, bmp, &mat); @@ -868,8 +868,8 @@ void Win32FontCache::ClearFontCache() } /* Add 1 pixel for the shadow on the medium font. Our sprite must be at least 1x1 pixel. */ - uint width = max(1U, (uint)gm.gmBlackBoxX + (this->fs == FS_NORMAL)); - uint height = max(1U, (uint)gm.gmBlackBoxY + (this->fs == FS_NORMAL)); + uint width = std::max(1U, (uint)gm.gmBlackBoxX + (this->fs == FS_NORMAL)); + uint height = std::max(1U, (uint)gm.gmBlackBoxY + (this->fs == FS_NORMAL)); /* Limit glyph size to prevent overflows later on. */ if (width > 256 || height > 256) usererror("Font glyph is too large"); @@ -889,7 +889,7 @@ void Win32FontCache::ClearFontCache() * For anti-aliased rendering, GDI uses the strange value range of 0 to 64, * inclusively. To map this to 0 to 255, we shift left by two and then * subtract one. */ - uint pitch = Align(aa ? gm.gmBlackBoxX : max(gm.gmBlackBoxX / 8u, 1u), 4); + uint pitch = Align(aa ? gm.gmBlackBoxX : std::max(gm.gmBlackBoxX / 8u, 1u), 4); /* Draw shadow for medium size. */ if (this->fs == FS_NORMAL && !aa) {