LibCards+Games: Rename "draw" methods to "paint" for clarity

"Draw" is already a card-game term so using it for graphics was
 confusing me a lot!
This commit is contained in:
Sam Atkins 2022-09-28 12:27:19 +01:00 committed by Sam Atkins
parent 6ef0504a42
commit bfa9ae809f
Notes: sideshowbarker 2024-07-17 06:06:08 +09:00
8 changed files with 17 additions and 17 deletions

View file

@ -896,21 +896,21 @@ void Game::paint_event(GUI::PaintEvent& event)
if (!game_ended()) {
for (auto& card : player.hand)
if (!card.is_null())
card->draw(painter);
card->paint(painter);
} else {
// FIXME: reposition cards in advance_game() maybe
auto card_position = player.first_card_position;
for (auto& card : player.cards_taken) {
card->set_upside_down(false);
card->set_position(card_position);
card->draw(painter);
card->paint(painter);
card_position.translate_by(player.card_offset);
}
}
}
for (size_t i = 0; i < m_trick.size(); i++)
m_trick[i].draw(painter);
m_trick[i].paint(painter);
}
void Game::dump_state() const

View file

@ -552,12 +552,12 @@ void Game::paint_event(GUI::PaintEvent& event)
}
for (auto& stack : stacks()) {
stack.draw(painter, background_color);
stack.paint(painter, background_color);
}
if (!m_focused_cards.is_empty()) {
for (auto& focused_card : m_focused_cards) {
focused_card.draw(painter);
focused_card.paint(painter);
focused_card.save_old_position();
}
}

View file

@ -70,7 +70,7 @@ private:
void draw(GUI::Painter& painter)
{
VERIFY(!m_animation_card.is_null());
m_animation_card->draw(painter);
m_animation_card->paint(painter);
m_dirty = false;
}

View file

@ -201,12 +201,12 @@ void Game::paint_event(GUI::PaintEvent& event)
}
for (auto& stack : stacks()) {
stack.draw(painter, background_color);
stack.paint(painter, background_color);
}
if (!m_focused_cards.is_empty()) {
for (auto& focused_card : m_focused_cards) {
focused_card.draw(painter);
focused_card.paint(painter);
focused_card.save_old_position();
}
}

View file

@ -20,7 +20,7 @@ Card::Card(Suit suit, Rank rank)
VERIFY(to_underlying(rank) < card_count);
}
void Card::draw(GUI::Painter& painter) const
void Card::paint(GUI::Painter& painter) const
{
auto& card_painter = CardPainter::the();
auto bitmap = [&]() {
@ -43,12 +43,12 @@ void Card::save_old_position()
m_old_position_valid = true;
}
void Card::clear_and_draw(GUI::Painter& painter, Color const& background_color)
void Card::clear_and_paint(GUI::Painter& painter, Color const& background_color)
{
if (is_old_position_valid())
clear(painter, background_color);
draw(painter);
paint(painter);
save_old_position();
}

View file

@ -106,9 +106,9 @@ public:
void save_old_position();
void draw(GUI::Painter&) const;
void paint(GUI::Painter&) const;
void clear(GUI::Painter&, Color const& background_color) const;
void clear_and_draw(GUI::Painter&, Color const& background_color);
void clear_and_paint(GUI::Painter& painter, Color const& background_color);
private:
Card(Suit, Rank);

View file

@ -42,7 +42,7 @@ void CardStack::clear()
m_stack_positions.clear();
}
void CardStack::draw(GUI::Painter& painter, Gfx::Color const& background_color)
void CardStack::paint(GUI::Painter& painter, Gfx::Color const& background_color)
{
auto draw_background_if_empty = [&]() {
size_t number_of_moving_cards = 0;
@ -89,13 +89,13 @@ void CardStack::draw(GUI::Painter& painter, Gfx::Color const& background_color)
if (m_rules.shift_x == 0 && m_rules.shift_y == 0) {
auto& card = peek();
card.draw(painter);
card.paint(painter);
return;
}
for (auto& card : m_stack) {
if (!card.is_moving())
card.clear_and_draw(painter, Gfx::Color::Transparent);
card.clear_and_paint(painter, Gfx::Color::Transparent);
}
}

View file

@ -52,7 +52,7 @@ public:
bool is_allowed_to_push(Card const&, size_t stack_size = 1, MovementRule movement_rule = MovementRule::Alternating) const;
void add_all_grabbed_cards(Gfx::IntPoint const& click_location, NonnullRefPtrVector<Card>& grabbed, MovementRule movement_rule = MovementRule::Alternating);
void draw(GUI::Painter&, Gfx::Color const& background_color);
void paint(GUI::Painter&, Gfx::Color const& background_color);
void clear();
private: