Merge: Nitsmell : Adding new code smells and print console updated
[nit.git] / lib / gamnit / egl.nit
index 3fcb8c8..59a0aa3 100644 (file)
@@ -33,10 +33,10 @@ redef class GamnitDisplay
        # The selected EGL configuration
        var egl_config: EGLConfig is noautoinit
 
-       # Setup the EGL display for the given `x11_display`
-       protected fun setup_egl_display(x11_display: Pointer)
+       # Setup the EGL display for the given `native_display`
+       protected fun setup_egl_display(native_display: Pointer)
        do
-               var egl_display = new EGLDisplay(x11_display)
+               var egl_display = new EGLDisplay(native_display)
                assert egl_display.is_valid else print "new EGL display is not valid"
 
                egl_display.initialize
@@ -46,14 +46,14 @@ redef class GamnitDisplay
        end
 
        # Select an EGL config
-       protected fun select_egl_config(blue, green, red, alpha, depth, stencil, sample: Int)
+       protected fun select_egl_config(red, green, blue, alpha, depth, stencil, sample: Int)
        do
                var config_chooser = new EGLConfigChooser
                config_chooser.renderable_type_egl
                config_chooser.surface_type_egl
-               config_chooser.blue_size = blue
-               config_chooser.green_size = green
                config_chooser.red_size = red
+               config_chooser.green_size = green
+               config_chooser.blue_size = blue
                if alpha > 0 then config_chooser.alpha_size = alpha
                if depth > 0 then config_chooser.depth_size = depth
                if stencil > 0 then config_chooser.stencil_size = stencil
@@ -79,10 +79,10 @@ redef class GamnitDisplay
                self.egl_config = configs.first
        end
 
-       # Setup the EGL context for the given `window_handle`
-       protected fun setup_egl_context(window_handle: Pointer)
+       # Setup the EGL context for the given `native_window`
+       protected fun setup_egl_context(native_window: Pointer)
        do
-               var window_surface = egl_display.create_window_surface(egl_config, window_handle, [0])
+               var window_surface = egl_display.create_window_surface(egl_config, native_window, [0])
                assert window_surface.is_ok else print "Creating EGL window surface failed: {egl_display.error}"
                self.window_surface = window_surface