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LibGfx: Remove try_ prefix from bitmap creation functions

Those don't have any non-try counterpart, so we might as well just omit
it.
This commit is contained in:
Tim Schumacher 2023-01-20 20:06:05 +01:00 committed by Linus Groh
parent 1971bff314
commit 82a152b696
186 changed files with 598 additions and 598 deletions

View file

@ -59,8 +59,8 @@ public:
public:
static ErrorOr<Bug> construct()
{
NonnullRefPtr<Gfx::Bitmap> falling_bitmap = TRY(Gfx::Bitmap::try_load_from_file("/res/icons/flappybug/falling.png"sv));
NonnullRefPtr<Gfx::Bitmap> flapping_bitmap = TRY(Gfx::Bitmap::try_load_from_file("/res/icons/flappybug/flapping.png"sv));
NonnullRefPtr<Gfx::Bitmap> falling_bitmap = TRY(Gfx::Bitmap::load_from_file("/res/icons/flappybug/falling.png"sv));
NonnullRefPtr<Gfx::Bitmap> flapping_bitmap = TRY(Gfx::Bitmap::load_from_file("/res/icons/flappybug/flapping.png"sv));
return Bug(move(falling_bitmap), move(flapping_bitmap));
}
@ -139,9 +139,9 @@ public:
static ErrorOr<Cloud> construct()
{
Vector<NonnullRefPtr<Gfx::Bitmap>> const cloud_bitmaps {
TRY(Gfx::Bitmap::try_load_from_file("/res/icons/flappybug/cloud_0.png"sv)),
TRY(Gfx::Bitmap::try_load_from_file("/res/icons/flappybug/cloud_1.png"sv)),
TRY(Gfx::Bitmap::try_load_from_file("/res/icons/flappybug/cloud_2.png"sv)),
TRY(Gfx::Bitmap::load_from_file("/res/icons/flappybug/cloud_0.png"sv)),
TRY(Gfx::Bitmap::load_from_file("/res/icons/flappybug/cloud_1.png"sv)),
TRY(Gfx::Bitmap::load_from_file("/res/icons/flappybug/cloud_2.png"sv)),
};
return Cloud(move(cloud_bitmaps));
}
@ -173,7 +173,7 @@ private:
float m_last_score {};
float m_difficulty {};
float m_restart_cooldown {};
NonnullRefPtr<Gfx::Bitmap> m_background_bitmap { Gfx::Bitmap::try_load_from_file("/res/icons/flappybug/background.png"sv).release_value_but_fixme_should_propagate_errors() };
NonnullRefPtr<Gfx::Bitmap> m_background_bitmap { Gfx::Bitmap::load_from_file("/res/icons/flappybug/background.png"sv).release_value_but_fixme_should_propagate_errors() };
const Gfx::IntRect m_score_rect { 10, 10, 20, 20 };
const Gfx::IntRect m_text_rect { game_width / 2 - 80, game_height / 2 - 40, 160, 80 };