Remove obsolete TODOs
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b998449885
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e913f83eee
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@ -510,7 +510,6 @@ pub struct Path2D {
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current_contour: Contour,
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current_contour: Contour,
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}
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}
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// TODO(pcwalton): `ellipse`
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impl Path2D {
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impl Path2D {
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#[inline]
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#[inline]
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pub fn new() -> Path2D {
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pub fn new() -> Path2D {
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@ -308,7 +308,6 @@ impl Contour {
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self.closed = true;
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self.closed = true;
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}
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}
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// TODO(pcwalton): SIMD.
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#[inline]
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#[inline]
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pub(crate) fn push_point(&mut self,
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pub(crate) fn push_point(&mut self,
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point: Vector2F,
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point: Vector2F,
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@ -22,7 +22,6 @@ pub struct TextureAllocator {
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pages: Vec<TexturePageAllocator>,
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pages: Vec<TexturePageAllocator>,
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}
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}
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// TODO(pcwalton): Add layers, perhaps?
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#[derive(Debug)]
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#[derive(Debug)]
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pub enum TexturePageAllocator {
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pub enum TexturePageAllocator {
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// An atlas allocated with our quadtree allocator.
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// An atlas allocated with our quadtree allocator.
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@ -160,7 +160,6 @@ pub struct PaintInfo {
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pub metadata: Vec<PaintMetadata>,
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pub metadata: Vec<PaintMetadata>,
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}
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}
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// TODO(pcwalton): Add clamp/repeat options.
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#[derive(Debug)]
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#[derive(Debug)]
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pub struct PaintMetadata {
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pub struct PaintMetadata {
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/// The location of the texture.
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/// The location of the texture.
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@ -532,7 +532,7 @@ impl I32x2 {
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// Comparisons
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// Comparisons
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// TODO(pcwalton): Make a `U32x2` type and use that!
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// TODO(pcwalton): Use the `U32x2` type!
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#[inline]
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#[inline]
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pub fn packed_eq(self, other: I32x2) -> U32x4 {
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pub fn packed_eq(self, other: I32x2) -> U32x4 {
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self.to_i32x4().packed_eq(other.to_i32x4())
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self.to_i32x4().packed_eq(other.to_i32x4())
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@ -325,7 +325,7 @@ impl<D> UIPresenter<D> where D: Device {
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self.draw_solid_rects_with_vertex_data(device, &vertex_data, index_data, color, false);
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self.draw_solid_rects_with_vertex_data(device, &vertex_data, index_data, color, false);
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}
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}
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// TODO(pcwalton): `LineSegmentI32`.
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// TODO(pcwalton): `LineSegment2I`.
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fn draw_line(&self, device: &D, from: Vector2I, to: Vector2I, color: ColorU) {
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fn draw_line(&self, device: &D, from: Vector2I, to: Vector2I, color: ColorU) {
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let vertex_data = vec![DebugSolidVertex::new(from), DebugSolidVertex::new(to)];
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let vertex_data = vec![DebugSolidVertex::new(from), DebugSolidVertex::new(to)];
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self.draw_solid_rects_with_vertex_data(device, &vertex_data, &[0, 1], color, false);
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self.draw_solid_rects_with_vertex_data(device, &vertex_data, &[0, 1], color, false);
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