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https://github.com/RGBCube/serenity
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LibGfx: Rename Rect,Point,Size => IntRect,IntPoint,IntSize
This fits nicer with FloatRect,FloatPoint,FloatSize and gives a much better visual clue about what type of metric is being used.
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656b01eb0f
commit
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212 changed files with 1144 additions and 1144 deletions
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@ -92,13 +92,13 @@ void SnakeGame::spawn_fruit()
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m_fruit_type = rand() % m_fruit_bitmaps.size();
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}
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Gfx::Rect SnakeGame::score_rect() const
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Gfx::IntRect SnakeGame::score_rect() const
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{
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int score_width = font().width(m_score_text);
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return { width() - score_width - 2, height() - font().glyph_height() - 2, score_width, font().glyph_height() };
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}
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Gfx::Rect SnakeGame::high_score_rect() const
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Gfx::IntRect SnakeGame::high_score_rect() const
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{
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int high_score_width = font().width(m_high_score_text);
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return { 2, height() - font().glyph_height() - 2, high_score_width, font().glyph_height() };
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@ -197,10 +197,10 @@ void SnakeGame::keydown_event(GUI::KeyEvent& event)
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}
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}
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Gfx::Rect SnakeGame::cell_rect(const Coordinate& coord) const
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Gfx::IntRect SnakeGame::cell_rect(const Coordinate& coord) const
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{
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auto game_rect = rect();
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auto cell_size = Gfx::Size(game_rect.width() / m_columns, game_rect.height() / m_rows);
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auto cell_size = Gfx::IntSize(game_rect.width() / m_columns, game_rect.height() / m_rows);
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return {
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coord.column * cell_size.width(),
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coord.row * cell_size.height(),
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@ -220,10 +220,10 @@ void SnakeGame::paint_event(GUI::PaintEvent& event)
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auto rect = cell_rect(part);
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painter.fill_rect(rect, Color::from_rgb(0xaaaa00));
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Gfx::Rect left_side(rect.x(), rect.y(), 2, rect.height());
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Gfx::Rect top_side(rect.x(), rect.y(), rect.width(), 2);
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Gfx::Rect right_side(rect.right() - 1, rect.y(), 2, rect.height());
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Gfx::Rect bottom_side(rect.x(), rect.bottom() - 1, rect.width(), 2);
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Gfx::IntRect left_side(rect.x(), rect.y(), 2, rect.height());
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Gfx::IntRect top_side(rect.x(), rect.y(), rect.width(), 2);
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Gfx::IntRect right_side(rect.right() - 1, rect.y(), 2, rect.height());
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Gfx::IntRect bottom_side(rect.x(), rect.bottom() - 1, rect.width(), 2);
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painter.fill_rect(left_side, Color::from_rgb(0xcccc00));
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painter.fill_rect(right_side, Color::from_rgb(0x888800));
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painter.fill_rect(top_side, Color::from_rgb(0xcccc00));
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