Rename Point to Point2D to avoid a cocoa name clash

This commit is contained in:
Henrik Rydgård committed 2024-05-29 18:52:39 +02:00
1 parent 7e7d1d587a
commit 455e28da6c
11 files changed
+43 -43

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+12 -12
View File
@@ -284,7 +284,7 @@ static float VerticalOverlap(const Bounds &a, const Bounds &b) {
return std::min(1.0f, overlap / minH);
}
float GetTargetScore(const Point &originPos, int originIndex, const View *origin, const View *destination, FocusDirection direction) {
float GetTargetScore(const Point2D &originPos, int originIndex, const View *origin, const View *destination, FocusDirection direction) {
// Skip labels and things like that.
if (!destination->CanBeFocused())
return 0.0f;
@@ -293,7 +293,7 @@ float GetTargetScore(const Point &originPos, int originIndex, const View *origin
if (destination->GetVisibility() != V_VISIBLE)
return 0.0f;
Point destPos = destination->GetFocusPosition(Opposite(direction));
Point2D destPos = destination->GetFocusPosition(Opposite(direction));
float dx = destPos.x - originPos.x;
float dy = destPos.y - originPos.y;
@@ -385,7 +385,7 @@ float GetTargetScore(const Point &originPos, int originIndex, const View *origin
}
static float GetDirectionScore(int originIndex, const View *origin, View *destination, FocusDirection direction) {
Point originPos = origin->GetFocusPosition(direction);
Point2D originPos = origin->GetFocusPosition(direction);
return GetTargetScore(originPos, originIndex, origin, destination, direction);
}
@@ -444,7 +444,7 @@ NeighborResult ViewGroup::FindNeighbor(View *view, FocusDirection direction, Nei
}
case FOCUS_PREV_PAGE:
case FOCUS_NEXT_PAGE:
return FindScrollNeighbor(view, Point(INFINITY, INFINITY), direction, result);
return FindScrollNeighbor(view, Point2D(INFINITY, INFINITY), direction, result);
case FOCUS_PREV:
// If view not found, no neighbor to find.
if (num == -1)
@@ -462,7 +462,7 @@ NeighborResult ViewGroup::FindNeighbor(View *view, FocusDirection direction, Nei
}
}
NeighborResult ViewGroup::FindScrollNeighbor(View *view, const Point &target, FocusDirection direction, NeighborResult best) {
NeighborResult ViewGroup::FindScrollNeighbor(View *view, const Point2D &target, FocusDirection direction, NeighborResult best) {
if (!IsEnabled())
return best;
if (GetVisibility() != V_VISIBLE)
@@ -1015,21 +1015,21 @@ void TabHolder::SetCurrentTab(int tab, bool skipTween) {
// Currently displayed, so let's reset it.
if (skipTween) {
tabs_[currentTab_]->SetVisibility(V_GONE);
tabTweens_[tab]->Reset(Point(0.0f, 0.0f));
tabTweens_[tab]->Reset(Point2D(0.0f, 0.0f));
tabTweens_[tab]->Apply(tabs_[tab]);
} else {
tabTweens_[currentTab_]->Reset(Point(0.0f, 0.0f));
tabTweens_[currentTab_]->Reset(Point2D(0.0f, 0.0f));
if (orient == ORIENT_HORIZONTAL) {
tabTweens_[tab]->Reset(Point(bounds_.w * dir, 0.0f));
tabTweens_[currentTab_]->Divert(Point(bounds_.w * -dir, 0.0f));
tabTweens_[tab]->Reset(Point2D(bounds_.w * dir, 0.0f));
tabTweens_[currentTab_]->Divert(Point2D(bounds_.w * -dir, 0.0f));
} else {
tabTweens_[tab]->Reset(Point(0.0f, bounds_.h * dir));
tabTweens_[currentTab_]->Divert(Point(0.0f, bounds_.h * -dir));
tabTweens_[tab]->Reset(Point2D(0.0f, bounds_.h * dir));
tabTweens_[currentTab_]->Divert(Point2D(0.0f, bounds_.h * -dir));
}
// Actually move it to the initial position now, just to avoid any flicker.
tabTweens_[tab]->Apply(tabs_[tab]);
tabTweens_[tab]->Divert(Point(0.0f, 0.0f));
tabTweens_[tab]->Divert(Point2D(0.0f, 0.0f));
}
tabs_[tab]->SetVisibility(V_VISIBLE);