[lightsoff/arnaudb/save-state: 1/2] Use internal instead of public.
- From: Arnaud B. <arnaudb src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [lightsoff/arnaudb/save-state: 1/2] Use internal instead of public.
- Date: Wed, 28 Oct 2020 16:56:24 +0000 (UTC)
commit cd1d1624f65871b3c39ff9d904b5627130b63f81
Author: Arnaud Bonatti <arnaud bonatti gmail com>
Date: Wed Oct 28 16:49:27 2020 +0100
Use internal instead of public.
src/board-view-gtk.vala | 25 ++++++++++---------------
src/board-view.vala | 32 ++++++++++++++++----------------
src/game-view-gtk.vala | 27 +++++++++++++--------------
src/game-view.vala | 33 ++++++++++++++++-----------------
src/lightsoff-window.vala | 8 ++++----
src/puzzle-generator.vala | 7 +++----
6 files changed, 62 insertions(+), 70 deletions(-)
---
diff --git a/src/board-view-gtk.vala b/src/board-view-gtk.vala
index 1673b02..6f314d3 100644
--- a/src/board-view-gtk.vala
+++ b/src/board-view-gtk.vala
@@ -10,21 +10,17 @@
using Gtk;
-public class BoardViewGtk : Grid, BoardView
+private class BoardViewGtk : Grid, BoardView
{
private PuzzleGenerator puzzle_generator;
private ToggleButton[,] lights;
- public bool playable = true;
+ internal bool playable { private get; internal set; default = true; }
private const int MIN_TOGGLE_SIZE = 48;
private int _moves = 0;
- public int moves
- {
- get { return _moves;}
- }
- public int get_moves() { return _moves;}
+ internal int get_moves () { return _moves; }
- public BoardViewGtk ()
+ internal BoardViewGtk ()
{
get_style_context ().add_class ("grid");
row_homogeneous = true;
@@ -58,7 +54,7 @@ public class BoardViewGtk : Grid, BoardView
// symmetry for some levels.
// Toggle a light and those in each cardinal direction around it.
- public void toggle_light (int x, int y, bool clicked = true)
+ internal void toggle_light (int x, int y, bool clicked = true)
{
if (!playable)
return;
@@ -82,7 +78,7 @@ public class BoardViewGtk : Grid, BoardView
@foreach((light) => ((ToggleButton)light).toggled.connect (handle_toggle));
}
- public void clear_level ()
+ internal void clear_level ()
{
/* Clear level */
for (var x = 0; x < size; x++)
@@ -90,24 +86,23 @@ public class BoardViewGtk : Grid, BoardView
lights[x, y].active = false;
}
- public PuzzleGenerator get_puzzle_generator ()
+ internal PuzzleGenerator get_puzzle_generator ()
{
return puzzle_generator;
}
- public bool is_light_active (int x, int y)
+ internal bool is_light_active (int x, int y)
{
return lights[x, y].active;
}
- public GLib.Object get_light_at (int x, int y)
+ internal GLib.Object get_light_at (int x, int y)
{
return lights[x, y];
}
- public void increase_moves ()
+ internal void increase_moves ()
{
_moves += 1;
}
-
}
diff --git a/src/board-view.vala b/src/board-view.vala
index 4ae8b28..3893586 100644
--- a/src/board-view.vala
+++ b/src/board-view.vala
@@ -8,27 +8,27 @@
* license.
*/
-public interface BoardView: GLib.Object {
+private interface BoardView: GLib.Object {
- public new const int size = 5;
+ internal new const int size = 5;
- public abstract int get_moves ();
- public abstract PuzzleGenerator get_puzzle_generator ();
- public abstract void clear_level ();
- public abstract void toggle_light (int x, int y, bool user_initiated = true);
- public abstract void increase_moves ();
- public abstract bool is_light_active (int x, int y);
+ internal abstract int get_moves ();
+ internal abstract PuzzleGenerator get_puzzle_generator ();
+ internal abstract void clear_level ();
+ internal abstract void toggle_light (int x, int y, bool user_initiated = true);
+ internal abstract void increase_moves ();
+ internal abstract bool is_light_active (int x, int y);
- public abstract GLib.Object get_light_at (int x, int y);
+ internal abstract GLib.Object get_light_at (int x, int y);
- public signal void game_won ();
- public signal void light_toggled ();
+ internal signal void game_won ();
+ internal signal void light_toggled ();
// Pseudorandomly generates and sets the state of each light based on
// a level number; hopefully this is stable between machines, but that
// depends on GLib's PRNG stability. Also, provides some semblance of
// symmetry for some levels.
- public void load_level (int level)
+ internal void load_level (int level)
{
/* We *must* not have level < 1, as the following assumes a nonzero, nonnegative number */
if (level < 1)
@@ -49,14 +49,14 @@ public interface BoardView: GLib.Object {
toggle_light (x, y, false);
}
- public void handle_toggle (GLib.Object light)
+ internal void handle_toggle (GLib.Object light)
{
int x, y;
find_light (light, out x, out y);
move_to (x, y);
}
- public void find_light (GLib.Object light, out int x, out int y)
+ internal void find_light (GLib.Object light, out int x, out int y)
{
x = y = 0;
for (x = 0; x < size; x++)
@@ -65,7 +65,7 @@ public interface BoardView: GLib.Object {
return;
}
- public void move_to (int x, int y)
+ internal void move_to (int x, int y)
{
toggle_light (x, y);
increase_moves ();
@@ -80,7 +80,7 @@ public interface BoardView: GLib.Object {
return GLib.Source.REMOVE;
}
- public bool is_completed ()
+ internal bool is_completed ()
{
for (var x = 0; x < size; x++)
for (var y = 0; y < size; y++)
diff --git a/src/game-view-gtk.vala b/src/game-view-gtk.vala
index 5844c32..2bdfc61 100644
--- a/src/game-view-gtk.vala
+++ b/src/game-view-gtk.vala
@@ -8,13 +8,13 @@
using Gtk;
-public class GtkGameView : Stack, GameView {
-
+private class GtkGameView : Stack, GameView
+{
private BoardViewGtk board_view;
private int current_level;
private GLib.Queue<ulong> handlers = new GLib.Queue<ulong>();
- public void replace_board (BoardView old_board, BoardView new_board, GameView.ReplaceStyle style, bool
fast = true)
+ internal void replace_board (BoardView old_board, BoardView new_board, GameView.ReplaceStyle style, bool
fast = true)
{
transition_duration = fast ? 500 : 1000;
switch (style)
@@ -42,7 +42,7 @@ public class GtkGameView : Stack, GameView {
level_changed (current_level);
}
- public void board_replaced (BoardViewGtk old_board, BoardViewGtk new_board)
+ internal void board_replaced (BoardViewGtk old_board, BoardViewGtk new_board)
{
@foreach((board) => { if (board != get_visible_child ()) remove(board);});
new_board.playable = true;
@@ -51,21 +51,21 @@ public class GtkGameView : Stack, GameView {
disconnect(handlers.pop_head());
}
- public bool hide_cursor ()
+ internal bool hide_cursor ()
{
queue_draw ();
return false;
}
- public bool activate_cursor ()
+ internal bool activate_cursor ()
{
return false;
}
- public bool move_cursor (int x, int y)
+ internal bool move_cursor (int x, int y)
{
return false;
}
- public void reset_game ()
+ internal void reset_game ()
{
if (is_transitioning())
return;
@@ -73,14 +73,14 @@ public class GtkGameView : Stack, GameView {
replace_board (get_board_view (), create_board_view (1), GameView.ReplaceStyle.REFRESH);
}
- public GtkGameView (int level)
+ internal GtkGameView (int level)
{
board_view = (BoardViewGtk)create_board_view (level);
board_view.playable = true;
add (board_view);
}
- public BoardView create_board_view (int level)
+ internal BoardView create_board_view (int level)
{
current_level = level;
@@ -92,19 +92,18 @@ public class GtkGameView : Stack, GameView {
return (BoardView)view;
}
- public BoardView get_board_view ()
+ internal BoardView get_board_view ()
{
return (BoardView)board_view;
}
- public int next_level (int direction) {
+ internal int next_level (int direction) {
current_level += direction;
return current_level;
}
- public bool is_transitioning ()
+ internal bool is_transitioning ()
{
return transition_running;
}
-
}
diff --git a/src/game-view.vala b/src/game-view.vala
index 00637ab..87e9ec4 100644
--- a/src/game-view.vala
+++ b/src/game-view.vala
@@ -8,31 +8,31 @@
* license.
*/
-public interface GameView : GLib.Object {
+private interface GameView : GLib.Object {
- public enum ReplaceStyle {
+ internal enum ReplaceStyle {
REFRESH, // crossfade
SLIDE_FORWARD, // slide out-in
SLIDE_BACKWARD, // slide in-out
SLIDE_NEXT // slide over
}
- public abstract void replace_board (BoardView board_biew, BoardView new_board_view, ReplaceStyle style,
bool fast = true);
+ internal abstract void replace_board (BoardView board_biew, BoardView new_board_view, ReplaceStyle
style, bool fast = true);
- public abstract bool hide_cursor ();
- public abstract bool activate_cursor ();
- public abstract bool move_cursor (int x, int y);
- public abstract void reset_game ();
- public abstract BoardView get_board_view ();
- public abstract bool is_transitioning ();
- public abstract int next_level (int direction);
- public abstract BoardView create_board_view (int level);
+ internal abstract bool hide_cursor ();
+ internal abstract bool activate_cursor ();
+ internal abstract bool move_cursor (int x, int y);
+ internal abstract void reset_game ();
+ internal abstract BoardView get_board_view ();
+ internal abstract bool is_transitioning ();
+ internal abstract int next_level (int direction);
+ internal abstract BoardView create_board_view (int level);
// The player asked to swap to a different level without completing
// the one in progress; this can occur either by clicking an arrow
// or by requesting a new game from the menu. Animate the new board
// in, depthwise, in the direction indicated by 'context'.
- public void swap_board (int direction)
+ internal void swap_board (int direction)
{
if (is_transitioning ())
return;
@@ -44,7 +44,7 @@ public interface GameView : GLib.Object {
// The player won the game; create a new board, update the level count,
// and transition between the two boards in a random direction.
- public void game_won_cb ()
+ internal void game_won_cb ()
{
if (is_transitioning ())
return;
@@ -52,12 +52,11 @@ public interface GameView : GLib.Object {
replace_board (get_board_view (), create_board_view (next_level (1)),
GameView.ReplaceStyle.SLIDE_NEXT);
}
- public void light_toggled_cb ()
+ internal void light_toggled_cb ()
{
moves_changed (get_board_view ().get_moves ());
}
- public signal void level_changed (int level);
- public signal void moves_changed (int moves);
-
+ internal signal void level_changed (int level);
+ internal signal void moves_changed (int moves);
}
diff --git a/src/lightsoff-window.vala b/src/lightsoff-window.vala
index e9c432f..408bc7d 100644
--- a/src/lightsoff-window.vala
+++ b/src/lightsoff-window.vala
@@ -13,7 +13,7 @@
using Gtk;
[GtkTemplate (ui = "/org/gnome/LightsOff/ui/lightsoff.ui")]
-public class LightsoffWindow : ApplicationWindow
+private class LightsoffWindow : ApplicationWindow
{
[GtkChild] private HeaderBar headerbar;
[GtkChild] private MenuButton menu_button;
@@ -36,7 +36,7 @@ public class LightsoffWindow : ApplicationWindow
key_controller.key_pressed.connect (on_key_pressed);
}
- public Gtk.Widget build_game_container (int level, out GameView out_game_view)
+ private Gtk.Widget build_game_container (int level, out GameView out_game_view)
{
var aspect_frame = new Gtk.AspectFrame (null, 0.5f, 0.5f, 1.0f, false);
aspect_frame.set_shadow_type (ShadowType.NONE);
@@ -58,7 +58,7 @@ public class LightsoffWindow : ApplicationWindow
return aspect_frame;
}
- public LightsoffWindow ()
+ internal LightsoffWindow ()
{
settings = new GLib.Settings ("org.gnome.LightsOff");
@@ -145,4 +145,4 @@ public class LightsoffWindow : ApplicationWindow
{
game_view.reset_game ();
}
- }
+}
diff --git a/src/puzzle-generator.vala b/src/puzzle-generator.vala
index 1871fc4..b954e70 100644
--- a/src/puzzle-generator.vala
+++ b/src/puzzle-generator.vala
@@ -31,14 +31,14 @@
// (Certainly, on average, at most half the lights which belong to at least
// one null set may be used.)
-public class PuzzleGenerator : Object
+private class PuzzleGenerator : Object
{
private int size;
private int max_solution_length;
private int[] region_of;
private int[] region_size;
- public PuzzleGenerator (int size)
+ internal PuzzleGenerator (int size)
{
this.size = size;
var adj_matrix = new int[size * size, size * size];
@@ -144,7 +144,7 @@ public class PuzzleGenerator : Object
max_solution_length += (int) Math.floor (region_size[j] / 2);
}
- public bool[,] minimal_solution (int solution_length)
+ internal bool[,] minimal_solution (int solution_length)
{
var sol = new bool[size, size];
for (var x = 0; x < size; x++)
@@ -205,4 +205,3 @@ public class PuzzleGenerator : Object
return sol;
}
}
-
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