diff options
Diffstat (limited to 'graphics/src/render.rs')
| -rw-r--r-- | graphics/src/render.rs | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/graphics/src/render.rs b/graphics/src/render.rs index d450f16..bfd9e37 100644 --- a/graphics/src/render.rs +++ b/graphics/src/render.rs @@ -148,7 +148,7 @@ impl Textures { }) } - fn item_texture(&self, _item: &Item) -> &Texture2D { + const fn item_texture(&self, _item: Item) -> &Texture2D { // TODO: make item textures &self.error } @@ -201,7 +201,7 @@ impl Renderer { }) } - pub fn toggle_debug(&mut self) { + pub const fn toggle_debug(&mut self) { self.debug = !self.debug; } @@ -254,11 +254,11 @@ impl Renderer { // Restore the fb self.framebuffer = Some(fb); - }; + } } /// Draws the game dungeon - fn draw_dungeon<R>(&mut self, r: &mut R, dungeon: &Dungeon) + fn draw_dungeon<R>(&self, r: &mut R, dungeon: &Dungeon) where R: RaylibDraw + RaylibMode2DExt, { @@ -280,7 +280,7 @@ impl Renderer { { // Textures are up to date return; - }; + } self.tiles_hash = Some(current_hash); self.update_fg_tilemap(r, t, floor); @@ -302,7 +302,7 @@ impl Renderer { // fg layer only draws a top walls if floor.get(pos) != Tile::Wall { continue; - }; + } // draw base wall top texture rt.draw_atlas( @@ -476,7 +476,7 @@ impl Renderer { } /// Draws player HP, inventory, and floor number - fn draw_ui<R>(&mut self, r: &mut R, dungeon: &Dungeon) + fn draw_ui<R>(&self, r: &mut R, dungeon: &Dungeon) where R: RaylibDraw, { @@ -586,7 +586,7 @@ impl Renderer { ); if let Some(item) = player.inventory.get(idx as usize) { - let tex = self.textures.item_texture(item); + let tex = self.textures.item_texture(*item); const ITEM_PADDDING: u16 = UI_PADDING * 3; let dest_rec = rect! { slot_x + ITEM_PADDDING/2, @@ -607,7 +607,7 @@ impl Renderer { } /// Draw player health & equpped weapon damage - fn draw_stats<R>(&mut self, r: &mut R, player: &Player) + fn draw_stats<R>(&self, r: &mut R, player: &Player) where R: RaylibDraw, { @@ -645,7 +645,7 @@ impl Renderer { } /// Draws debug information ontop of other UI elements - fn draw_debug_ui<R>(&mut self, r: &mut R, dungeon: &Dungeon) + fn draw_debug_ui<R>(&self, r: &mut R, dungeon: &Dungeon) where R: RaylibDraw, { |