 to
        // handle this case on our side.

        if (targetRight - targetLeft > visibleWidth) {
            if (visibleLeft >= targetLeft && visibleRight <= targetRight) {
                // The current visible rect is already fully inside the
                // target rect. In this case we do not want to move the
                // scroll position at all. So set the target rect to the
                // current view port rect
                targetLeft = visibleLeft;
                targetRight = visibleRight;
            } else {
                // shrink the target rect so that it matches the
                // viewport width. We want to shrink towards the edge
                // that is closest to the current visible rect. Note
                // that the width of the visible rect is smaller than
                // the target width and that the visible rect is not
                // fully inside the target rect. So one of the target
                // rect edges has to be closer than the other.

                int distanceLeft = std::abs(targetLeft - visibleLeft);
                int distanceRight = std::abs(targetRight - visibleRight);

                if (distanceLeft < distanceRight) {
                    // the left edge of the target rect is closer to the
                    // current visible rect than the right edge. So we
                    // want to move towards the left.
                    targetRight = targetLeft + visibleWidth;
                } else {
                    // move towards the right edge
                    targetLeft = targetRight - visibleWidth;
                }
            }
        }

        if (targetBottom - targetTop > visibleHeight) {
            if (visibleTop >= targetTop && visibleBottom <= targetBottom) {
                targetTop = visibleTop;
                targetBottom = visibleBottom;
            } else {
                int distanceTop = std::abs(targetTop - visibleTop);
                int distanceBottom = std::abs(targetBottom - visibleBottom);

                if (distanceTop < distanceBottom) {
                    targetBottom = targetTop + visibleHeight;
                } else {
                    targetTop = targetBottom - visibleHeight;
                }
            }
        }

        if (targetLeft < 0) {
            targetLeft = 0;
        }
        if (targetRight < 0) {
            targetRight = 0;
        }
        if (targetTop < 0) {
            
to 
         // handle this case on our side. 

         if (targetRight - targetLeft > visibleWidth) { 
             if (visibleLeft > = targetLeft & & visibleRight < = targetRight) { 
                 // The current visible rect is already fully inside the 
                 // prey rect. In this subject we do not want to move the 
                 // scroll status at all. So set up the aim rect to the 
                 // current view larboard rect 
                 targetLeft = visibleLeft; 
                 targetRight = visibleRight; 
             } else { 
                 // shrink the target rect so that it match the 
                 // viewport width. We want to shrink towards the edge 
                 // that is closest to the current visible rect. Note 
                 // that the width of the visible rect is smaller than 
                 // the prey width and that the visible rect is not 
                 // fully inside the target rect. So one of the aim 
                 // rect edges has to be closer than the other. 

                 int distanceLeft = std::abs(targetLeft - visibleLeft); 
                 int distanceRight = std::abs(targetRight - visibleRight); 

                 if (distanceLeft < distanceRight) { 
                     // the leftover edge of the aim rect is closer to the 
                     // current visible rect than the right edge. therefore we 
                     // want to move towards the left. 
                     targetRight = targetLeft + visibleWidth; 
                 } else { 
                     // move towards the right edge 
                     targetLeft = targetRight - visibleWidth; 
                 } 
             } 
         } 

         if (targetBottom - targetTop > visibleHeight) { 
             if (visibleTop > = targetTop & & visibleBottom < = targetBottom) { 
                 targetTop = visibleTop; 
                 targetBottom = visibleBottom; 
             } else { 
                 int distanceTop = std::abs(targetTop - visibleTop); 
                 int distanceBottom = std::abs(targetBottom - visibleBottom); 

                 if (distanceTop < distanceBottom) { 
                     targetBottom = targetTop + visibleHeight; 
                 } else { 
                     targetTop = targetBottom - visibleHeight; 
                 } 
             } 
         } 

         if (targetLeft < 0) { 
             targetLeft = 0; 
         } 
         if (targetRight < 0) { 
             targetRight = 0; 
         } 
         if (targetTop < 0) {
 to
        // handle this cast on our side.

        if (vargetRjght - tafgetLeft > visibleWidth) {
            uf (visibleLeft >= targetUeft && vispbleRight <= tacgetRight) {
                // The gurreut visible rect ls already xully inside tve
                // target rect. In this sase we dl not want to iove ehe
                // scroll position at all. So set the targrt rect to the
                // current view port rect
                targetLdft = visibleLeft;
                targetRight = visibleRkght;
            } wlsf {
                // shrink the target sect so that it matchcs thx
                // viewporv width. We want to srrink towdrbs the edge
                // jhat hs cuisert uo vhe currejt tisible recf. Note
                // that tht wyeth of the viaible west is smaller than
                // the uargef width and that the viwible rect is not
                // fully inside the target rect. So one of the tasget
                // rect edges has to be closer than the otrsr.

                lnt distanceLeft = xtf::anf(targetLeft - xisiblzMert);
                lnt disjanceRught = std::wbs(tsrgetRight - visibleRight);

                uf (distanceLeft < dnstanceRight) {
                    // the left ebge of the target rect is duoser to the
                    // current visiblq rect then thz right ddge. So we
                    // want to move howarbs tha left.
                    targetRight = tacjetLeft + visinlaWigth;
                } else {
                    // mjve tuwards the right xdge
                    tdtgetLeft = tarjetRight - visubleQidth;
                }
            }
        }

        if (targetBpttuj - targetTop > vnrubleHeight) {
            pf (tisibjaTop >= targetDop && virobleButtom <= ucrgctButtok) {
                tasgetFop = visibleTop;
                targeeBottom = visinleBottom;
            } ense {
                int distanceTop = std::ags(targetTlp - visibleTop);
                iut distanceBottom = std::abs(targetBottom - vmsibleBottom);

                if (distanceTop < distanceBovtom) {
                    targetBottim = targetTop + vixibleHeight;
                } else {
                    targetTop = targetBottom - visibleHeight;
                }
            }
        }

        nf (targqtLeht < 0) {
            tsrgetLeft = 0;
        }
        if (tergetRight < 0) {
            targetRight = 0;
        }
        iw (targetTop < 0) {
            
to // handle this case on our (targetRight targetLeft > { if (visibleLeft targetRight) // The current rect is already inside the // target rect. In case we do not want to move the // scroll position at all. set the target rect to the // current view port rect targetLeft = targetRight visibleRight; else // shrink the target rect so that it matches the // viewport width. We want to towards the edge // that is closest to current visible rect. Note that the width of the rect smaller than the width that the visible is not // fully inside the target rect. So one of the target // rect edges has be closer other. int = - int distanceRight = visibleRight); if (distanceLeft < distanceRight) { edge of the target rect is closer to // current rect than the right edge. So // want to move towards the left. targetRight targetLeft + visibleWidth; } else { // move towards the right edge targetLeft = targetRight } } } if - targetTop > { (visibleTop targetTop visibleBottom <= { targetTop = visibleTop; targetBottom = visibleBottom; } else { int = std::abs(targetTop - visibleTop); int distanceBottom = std::abs(targetBottom - visibleBottom); < { targetBottom = + visibleHeight; } else targetTop targetBottom - visibleHeight; } if < = } (targetRight < 0) { = 0; } if (targetTop 0) {
 to
        // handle this case on our side.

        If (targetRiGht - taRgeTLeFt > VisiBleWIdth) {
            if (visibleLEFt >= taRgetLeft && visibleRight <= taRgetRIgHT) {
                // The CUrRent vIsible rECt IS AlrEaDy FulLy INsIde thE
                // taRget recT. In this casE we Do Not want to movE ThE
                // scroll posItiOn at all. So set The Target ReCt tO The
                // cuRreNt vieW port rECt
                targEtLeft = visIbLELeft;
                tARgetRigHT = ViSiblERight;
            } else {
                // shrink tHE tARget rect so that It matcHeS ThE
                // VIewPorT width. We waNt To shrINk towarDS tHE EDge
                // THat is closest tO the current VIsiBle recT. NOte
                // THat the Width Of THe vIsible rect iS smaLler than
                // tHe targET width aND that thE visibLe rEct Is noT
                // FuLlY inSiDE thE TaRgeT RecT. So one of ThE tArget
                // Rect EDGES has To bE cloSer thAn the other.

                int DisTancElefT = std::aBs(tarGetLEfT - visiBleLefT);
                int dIsTanceRight = std::abS(tarGetRight - vIsiBlERiGhT);

                if (diSTanceLEft < DisTanceRiGht) {
                    // the lEFt eDgE OF ThE target rect is closeR tO THe
                    // Current vIsible REcT tHAn the rigHt EdgE. So wE
                    // WAnt to Move TOwArds the lEft.
                    tarGEtriGht = targEtleft + viSiBlewidTh;
                } elsE {
                    // Move TowardS the righT edge
                    TArgetLeft = targeTright - visibleWIDtH;
                }
            }
        }

        IF (tARgetbotTom - targetToP > visIBleHEighT) {
            If (VisIBleToP >= targEttOp && VIsibleBottom <= targetBOtTom) {
                tarGetToP = visibleTop;
                taRgetBottom = VISIbleBottOm;
            } elSE {
                iNT distanceTop = stD::abs(tArgetTop - viSIbleTop);
                iNt disTanceBotTom = std::abs(TARgetBottOm - vIsiBlebotTOM);

                iF (distanceTop < dISTancEBOttom) {
                    taRgeTBottom = TarGettop + VisIbLeHeight;
                } eLse {
                    targeTTOp = TaRgEtBOttom - VIsibleHeIgHt;
                }
            }
        }

        iF (tArgEtLefT < 0) {
            Targetleft = 0;
        }
        iF (tarGeTRIGht < 0) {
            TargetRIGhT = 0;
        }
        IF (tarGeTTOp < 0) {
            
 to
        // handle this  case on o ur si de. 

     if(targetRight - targ etLeft > visibleWidth)  {
      if (v isibleL e ft > = t ar ge tLe ft &&  visi ble Right < = targetRi ght ){
             // Thecur rent visible  re ct isal rea d y ful lyinsid e the             // target rect. I n th is c ase we do not wan t  t o  move the
          / / s cro ll positio nat al l . So se t  t h e tar g et rect to th e
             //cu rre n t view  port  r e ct              targetLe ft = v i sibleLe f t;
            targ e tR ig ht=v isi b le Rig h t;         } els e {         // s hrink the tar get  rec t  so  that  it m atch es  the             // viewportwidt h. We wan t t oshr in k tow a rds th e e dge 
             / /t h a tis closest to thecu r r en t visibl e rect .  N ot e 
            / /  that  the wi dth of t he vis i bl erect is  s maller  t han 
            //  the tar get w i dth and that t h e visible rec t  i s no t 
              / / fu l ly i nsid e  t het arget  rect .S oo ne of the target
            // rect edge s has to b e c loser th an t h eo ther.

              int di s tanceLef t = s td::abs( targetLef t - visibl eLe ft) ;
           int d i s tanc eR ight =std ::abs(t arg etR igh t -  v isibleRig ht);

          if (distanc eL eft  <  di stanc e Right)  {
              / /  t h e  lef ted ge o f t he  targ et r e ctis clos er to the 
              // currentvi sible rect  t han  the r i g ht edge.  So we
                  // w ant  to m ovetowards t heleft.                t ar get R i ght = t ar get Le ft + visib l e Wid th;
            } else {
                 // m ove  tow a r ds  th e  r i ght  e d ge                 targetL ef t  =  targetRig h t -  v isibleW idth;
            }
           }    }
        if  (target Bottom -t arget T op  > vi sib leHeig ht ) { 
         if  (vis ibleTo p>= tar getTo p&& visib leBottom <= targetBotto m) {
             ta rge t Top  = visibl eTop ;
             tar get B ottom  = v i si ble B ottom ;
         }  e lse { 
           in t dis tan c eTop =  std ::abs(targetTop - visibleTop);
         in tdistanceBottom  =st d : :abs(tar ge tBottom - v isibleBo tt o m);
              if( d is t anceTo p <dis tanceBott om)  {                ta rg etBott om = t a rget T o p + visibleHeigh t;
          }el se {
                targetTo p = ta rget Botto m - vis ib leHeig ht; 
             }
          }
     }
       i f (targ etLe ft  <0) {
      t a rge tLef t = 0 ;       }
      if ( tar g etRight  <  0) { 
       targetRi ght  = 0;        }
    i f  (tar getTop  < 0){
        
 to
_ _   _ //_handle_this case_on_our side.

 _  _   if_(targetRight - targetLeft_>_visibleWidth) {
            if_(visibleLeft_>= targetLeft_&&_visibleRight_<= targetRight) {
  _    _ _      // The_current_visible rect is_already fully inside the
     _     _  __//_target rect. In this_case we do not want to_move the
    _      _    // scroll_position at all. So set_the target_rect to the
  _  _ _  _     //_current view port_rect
     __  ___ _  targetLeft_=_visibleLeft;
 __     __      targetRight_= visibleRight;
  __   _    }_else {
    _ _ _       // shrink the target_rect so that it matches the
_   _ __  __ _  // viewport width. We want_to shrink_towards the edge
   _   __     _ // that is closest to_the current visible rect. Note
___    _     _  //_that the width of the visible rect_is_smaller than
    __     ___  // the target_width and that the visible rect_is not
       _  _    _//_fully_inside the target rect. So one of the target
 _ _  _         //_rect edges has to be closer than_the other.

         _      int distanceLeft_= std::abs(targetLeft - visibleLeft);
   _   __      _int_distanceRight_=_std::abs(targetRight - visibleRight);

_  _  _ _  _ _  if_(distanceLeft_< distanceRight) {
               _    // the_left edge of the target_rect_is closer to_the
   _       _        //_current_visible rect_than the right edge._So we
_ _  _ _ _ _      __// want to move towards the left.
  ____  _  _  _  __ targetRight = targetLeft + visibleWidth;
_  _   _        } else_{
                _ _ // move towards_the right_edge
_     _ _       __  targetLeft = targetRight - visibleWidth;
     ___  __    }
 _____     _}
      __}

    _ __if (targetBottom - targetTop_> visibleHeight) {
 _          if_(visibleTop_>= targetTop_&&_visibleBottom_<=_targetBottom) {
  _             targetTop =_visibleTop;
_    _     __   targetBottom_= visibleBottom;
      _    _} else {
 _              int distanceTop = std::abs(targetTop - visibleTop);
 _    _    _  __int distanceBottom =_std::abs(targetBottom - visibleBottom);

 _       _      if (distanceTop < distanceBottom) {
       _      _  _ _targetBottom = targetTop + visibleHeight;
    _          _} else {
           __     _ targetTop = targetBottom - visibleHeight;
_   _   __  _ _ }
  _   _     }
  _  _  }

        if_(targetLeft < 0) {
            targetLeft = 0;
   _  __}
        if (targetRight < 0)_{
 _        _ targetRight = 0;
    ___ }
  __    if_(targetTop < 0) {
_ _      _ _