diff doodle/tk/geometry.d @ 48:1b4c9ba58673

Stylistic overhaul.
author daveb
date Tue, 03 Aug 2010 17:37:21 +0930
parents f2e4e1d29b98
children 0eaf39fda206
line wrap: on
line diff
--- a/doodle/tk/geometry.d	Tue Aug 03 16:57:06 2010 +0930
+++ b/doodle/tk/geometry.d	Tue Aug 03 17:37:21 2010 +0930
@@ -61,11 +61,11 @@
     }
 }
 
-Point min_extents(in Point a, in Point b) {
+Point minExtents(in Point a, in Point b) {
     return Point(min(a.x, b.x), min(a.y, b.y));
 }
 
-Point max_extents(in Point a, in Point b) {
+Point maxExtents(in Point a, in Point b) {
     return Point(max(a.x, b.x), max(a.y, b.y));
 }
 
@@ -164,12 +164,12 @@
         this(corner1.x, corner1.y, corner.x - corner1.x, corner.y - corner1.y);
     }
 
-    alias position min_corner;
+    alias position minCorner;
     Point position() const { return _position; }
 
     Vector size() const { return _size; }
 
-    Point max_corner() const { return _position + _size; }
+    Point maxCorner() const { return _position + _size; }
 
     bool valid() const { return _size.x > 0.0 && _size.y > 0.0; }
 
@@ -183,8 +183,8 @@
             return DEFAULT;
         }
         else {
-            Point max = min_extents(max_corner(), r.max_corner());
-            Point min = max_extents(min_corner(), r.min_corner());
+            Point max = minExtents(maxCorner(), r.maxCorner());
+            Point min = maxExtents(minCorner(), r.minCorner());
 
             if (max.x < min.x || max.y < min.y) {
                 return DEFAULT;
@@ -204,8 +204,8 @@
             return this;
         }
         else {
-            return Rectangle(min_extents(min_corner(), r.min_corner()),
-                             max_extents(max_corner(), r.max_corner()));
+            return Rectangle(minExtents(minCorner(), r.minCorner()),
+                             maxExtents(maxCorner(), r.maxCorner()));
         }
     }
 
@@ -213,7 +213,7 @@
 
     // FIXME this method is all about pixels. Not sure it belongs in
     // this file, let alone this class.
-    void get_quantised(out int x, out int y, out int w, out int h) const {
+    void getQuantised(out int x, out int y, out int w, out int h) const {
         x = cast(int)floor(_position.x);
         y = cast(int)floor(_position.y);
         w = cast(int)ceil(_position.x + _size.x) - x;
@@ -288,7 +288,7 @@
     // The function returns false if the lines are parallel or nearly so.
     //
     // Influenced by http://ozviz.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
-    bool compute_intersection(in Point pa1, in Point pa2, out double ua,
+    bool computeIntersection(in Point pa1, in Point pa2, out double ua,
                               in Point pb1, in Point pb2, out double ub) {
         double den = (pb2.y - pb1.y) * (pa2.x - pa1.x) - (pb2.x - pb1.x) * (pa2.y - pa1.y);
 
@@ -360,7 +360,7 @@
     Vector vb = b.gradient;
     double ub;
 
-    if (compute_intersection(pa, pa + va, ua, pb, pb + vb, ub)) {
+    if (computeIntersection(pa, pa + va, ua, pb, pb + vb, ub)) {
         // We could just have easily evaluated for line b...
         p = pa + ua * va;
         // p = pb + ub * vb;
@@ -406,7 +406,7 @@
     Point pb2 = b.end;
     double ub;
 
-    if (compute_intersection(pa1, pa2, ua, pb1, pb2, ub)) {
+    if (computeIntersection(pa1, pa2, ua, pb1, pb2, ub)) {
         if (ua >= 0.0 && ua <= 1.0 &&     // inside of segment a
             ub >= 0.0 && ub <= 1.0) {     // inside of segment b
             // We could just have easily evaluated for line b...
@@ -432,7 +432,7 @@
     Vector vb = b.gradient;
     double ub;
 
-    if (compute_intersection(pa1, pa2, ua, pb, pb + vb, ub)) {
+    if (computeIntersection(pa1, pa2, ua, pb, pb + vb, ub)) {
         if (ua >= 0.0 && ua <= 1.0) {   // inside of segment
             // We could just have easily evaluated for line b...
             p = pa1 + ua * (pa2 - pa1);