fn render_borders(&self, screen: &mut Screen) {
        // Top border.
        for x in self.bounds.min.x .. self.bounds.max.x + 1 {
            screen.set(
                Vec2 { x, y: self.bounds.min.y - 1 },
                self.horizontal_tile.clone(),
            );
        }
        // Down border.
        for x in self.bounds.min.x .. self.bounds.max.x + 1 {
            screen.set(
                Vec2 { x, y: self.bounds.max.y + 1 },
                self.horizontal_tile.clone(),
            );
        }

        // Left border.
        for y in self.bounds.min.y .. self.bounds.max.y + 1 {
            screen.set(
                Vec2 { y, x: self.bounds.min.x - 1 },
                self.vertical_tile.clone(),
            );
        }
        // Right border.
        for y in self.bounds.min.y .. self.bounds.max.y + 1 {
            screen.set(
                Vec2 { y, x: self.bounds.max.x + 1 },
                self.vertical_tile.clone(),
            );
        }

        // Corners.
        screen.set(
            Vec2 { x: self.bounds.min.x - 1, y: self.bounds.min.y - 1 },
            self.corner_tile.clone(),
        );
        screen.set(
            Vec2 { x: self.bounds.min.x - 1, y: self.bounds.max.y + 1 },
            self.corner_tile.clone(),
        );
        screen.set(
            Vec2 { x: self.bounds.max.x + 1, y: self.bounds.min.y - 1 },
            self.corner_tile.clone(),
        );
        screen.set(
            Vec2 { x: self.bounds.max.x + 1, y: self.bounds.max.y + 1 },
            self.corner_tile.clone(),
        );
    }
/// Renders the borders via the given locked screen.
Renders the borders via the given locked screen.
Renders the borders via the given locked screen .
fn render_borders(&self, screen: &mut Screen) {
        // Top border.
        for x in self.bounds.min.x .. self.bounds.max.x + 1 {
            screen.set(
                Vec2 { x, y: self.bounds.min.y - 1 },
                self.horizontal_tile.clone(),
            );
        }
        // Down border.
        for x in self.bounds.min.x .. self.bounds.max.x + 1 {
            screen.set(
                Vec2 { x, y: self.bounds.max.y + 1 },
                self.horizontal_tile.clone(),
            );
        }
        // Left border.
        for y in self.bounds.min.y .. self.bounds.max.y + 1 {
            screen.set(
                Vec2 { y, x: self.bounds.min.x - 1 },
                self.vertical_tile.clone(),
            );
        }
        // Right border.
        for y in self.bounds.min.y .. self.bounds.max.y + 1 {
            screen.set(
                Vec2 { y, x: self.bounds.max.x + 1 },
                self.vertical_tile.clone(),
            );
        }
        // Corners.
        screen.set(
            Vec2 { x: self.bounds.min.x - 1, y: self.bounds.min.y - 1 },
            self.corner_tile.clone(),
        );
        screen.set(
            Vec2 { x: self.bounds.min.x - 1, y: self.bounds.max.y + 1 },
            self.corner_tile.clone(),
        );
        screen.set(
            Vec2 { x: self.bounds.max.x + 1, y: self.bounds.min.y - 1 },
            self.corner_tile.clone(),
        );
        screen.set(
            Vec2 { x: self.bounds.max.x + 1, y: self.bounds.max.y + 1 },
            self.corner_tile.clone(),
        );
    }
fn render_borders ( & self , screen : & mut Screen ) { // Top border. for x in self . bounds . min . x .. self . bounds . max . x + 1 { screen . set ( Vec2 { x , y : self . bounds . min . y - 1 } , self . horizontal_tile . clone ( ) , ) ; } // Down border. for x in self . bounds . min . x .. self . bounds . max . x + 1 { screen . set ( Vec2 { x , y : self . bounds . max . y + 1 } , self . horizontal_tile . clone ( ) , ) ; } // Left border. for y in self . bounds . min . y .. self . bounds . max . y + 1 { screen . set ( Vec2 { y , x : self . bounds . min . x - 1 } , self . vertical_tile . clone ( ) , ) ; } // Right border. for y in self . bounds . min . y .. self . bounds . max . y + 1 { screen . set ( Vec2 { y , x : self . bounds . max . x + 1 } , self . vertical_tile . clone ( ) , ) ; } // Corners. screen . set ( Vec2 { x : self . bounds . min . x - 1 , y : self . bounds . min . y - 1 } , self . corner_tile . clone ( ) , ) ; screen . set ( Vec2 { x : self . bounds . min . x - 1 , y : self . bounds . max . y + 1 } , self . corner_tile . clone ( ) , ) ; screen . set ( Vec2 { x : self . bounds . max . x + 1 , y : self . bounds . min . y - 1 } , self . corner_tile . clone ( ) , ) ; screen . set ( Vec2 { x : self . bounds . max . x + 1 , y : self . bounds . max . y + 1 } , self . corner_tile . clone ( ) , ) ; }
Renders the borders via the given locked screen.
Renders the borders via the given locked screen .
&self
screen
&mut Screen
&self
screen
&mut Screen