const int colCount = table->GetColumnCount();
wxArrayInt rowTops;
rowTops.Add(0, rowCount+1);
- for (int row = 0; row < rowCount; ++row)
+ int row;
+ for (row = 0; row < rowCount; ++row)
{
for (int column = 0; column < colCount; ++column)
{
bool needsRelay = false;
- int row, col;
for (row = 0; row < rowCount-1; ++row) // -1 as the bottom row can't rowspan
{
- for (col = 0; col < colCount; ++col)
+ for (int col = 0; col < colCount; ++col)
{
wxRichTextCell* cell = table->GetCell(row, col);
if (cell && cell->IsShown())
// There were overflowing rowspanning cells, so layout yet again to make the increased row depths show
for (row = 0; row < rowCount; ++row)
{
- for (col = 0; col < colCount; ++col)
+ for (int col = 0; col < colCount; ++col)
{
wxRichTextCell* cell = table->GetCell(row, col);
if (cell && cell->IsShown())