activa -Wextra -Wpedantic i neteja warnings
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@@ -83,11 +83,11 @@ void Background::initializeSprites() {
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const float TOP_CLOUDS_Y = base_ - 165;
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const float BOTTOM_CLOUDS_Y = base_ - 101;
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top_clouds_sprite_a_ = std::make_unique<MovingSprite>(top_clouds_texture_, (SDL_FRect){.x = 0, .y = TOP_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(top_clouds_texture_->getHeight())});
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top_clouds_sprite_b_ = std::make_unique<MovingSprite>(top_clouds_texture_, (SDL_FRect){.x = rect_.w, .y = TOP_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(top_clouds_texture_->getHeight())});
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top_clouds_sprite_a_ = std::make_unique<MovingSprite>(top_clouds_texture_, SDL_FRect{.x = 0, .y = TOP_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(top_clouds_texture_->getHeight())});
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top_clouds_sprite_b_ = std::make_unique<MovingSprite>(top_clouds_texture_, SDL_FRect{.x = rect_.w, .y = TOP_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(top_clouds_texture_->getHeight())});
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bottom_clouds_sprite_a_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_FRect){.x = 0, .y = BOTTOM_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(bottom_clouds_texture_->getHeight())});
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bottom_clouds_sprite_b_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_FRect){.x = rect_.w, .y = BOTTOM_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(bottom_clouds_texture_->getHeight())});
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bottom_clouds_sprite_a_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, SDL_FRect{.x = 0, .y = BOTTOM_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(bottom_clouds_texture_->getHeight())});
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bottom_clouds_sprite_b_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, SDL_FRect{.x = rect_.w, .y = BOTTOM_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(bottom_clouds_texture_->getHeight())});
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buildings_sprite_ = std::make_unique<Sprite>(buildings_texture_);
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gradient_sprite_ = std::make_unique<Sprite>(gradients_texture_, 0, 0, rect_.w, rect_.h);
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@@ -68,7 +68,7 @@ void Fade::render() {
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}
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// Actualiza las variables internas
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void Fade::update(float delta_time) {
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void Fade::update(float /*delta_time*/) {
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switch (state_) {
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case State::PRE:
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updatePreState();
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@@ -141,7 +141,7 @@ namespace GIF {
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}
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// Procesa el Image Descriptor y retorna el vector de datos sin comprimir.
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auto processImageDescriptor(const uint8_t *&buffer, const std::vector<RGB> &gct, int resolution_bits) -> std::vector<uint8_t> {
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auto processImageDescriptor(const uint8_t *&buffer, const std::vector<RGB> & /*gct*/, int /*resolution_bits*/) -> std::vector<uint8_t> {
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ImageDescriptor image_descriptor;
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readBytes(buffer, &image_descriptor, sizeof(ImageDescriptor));
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@@ -72,7 +72,7 @@ namespace Rendering {
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const std::string& fragment_source) -> bool override;
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void render() override;
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void setTextureSize(float width, float height) override {}
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void setTextureSize(float /*width*/, float /*height*/) override {}
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void cleanup() final;
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void destroy();
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[[nodiscard]] auto isHardwareAccelerated() const -> bool override { return is_initialized_; }
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@@ -117,8 +117,40 @@ namespace Rendering {
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SDL_GPUTransferBuffer* upload_buffer_ = nullptr;
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SDL_GPUSampler* sampler_ = nullptr;
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PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_min = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F, .pixel_scale = 1.0F, .chroma_max = 0.15F, .scan_dark_ratio = 0.333F, .scan_dark_floor = 0.42F, .scan_edge_soft = 1.0F};
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CrtPiUniforms crtpi_uniforms_{.scanline_weight = 6.0F, .scanline_gap_brightness = 0.12F, .bloom_factor = 3.5F, .input_gamma = 2.4F, .output_gamma = 2.2F, .mask_brightness = 0.80F, .curvature_x = 0.05F, .curvature_y = 0.10F, .mask_type = 2, .enable_scanlines = 1, .enable_multisample = 1, .enable_gamma = 1};
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PostFXUniforms uniforms_{
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.vignette_strength = 0.6F,
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.chroma_min = 0.15F,
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.scanline_strength = 0.7F,
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.screen_height = 192.0F,
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.mask_strength = 0.0F,
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.gamma_strength = 0.0F,
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.curvature = 0.0F,
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.bleeding = 0.0F,
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.pixel_scale = 1.0F,
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.time = 0.0F,
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.flicker = 0.0F,
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.chroma_max = 0.15F,
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.scan_dark_ratio = 0.333F,
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.scan_dark_floor = 0.42F,
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.scan_edge_soft = 1.0F,
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.pad3 = 0.0F};
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CrtPiUniforms crtpi_uniforms_{
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.scanline_weight = 6.0F,
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.scanline_gap_brightness = 0.12F,
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.bloom_factor = 3.5F,
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.input_gamma = 2.4F,
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.output_gamma = 2.2F,
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.mask_brightness = 0.80F,
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.curvature_x = 0.05F,
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.curvature_y = 0.10F,
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.mask_type = 2,
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.enable_scanlines = 1,
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.enable_multisample = 1,
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.enable_gamma = 1,
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.enable_curvature = 0,
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.enable_sharper = 0,
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.texture_width = 0.0F,
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.texture_height = 0.0F};
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ShaderType active_shader_ = ShaderType::POSTFX;
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int game_width_ = 0;
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@@ -8,13 +8,13 @@
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// Constructor
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Sprite::Sprite(std::shared_ptr<Texture> texture, float pos_x, float pos_y, float width, float height)
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: textures_{std::move(texture)},
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pos_((SDL_FRect){.x = pos_x, .y = pos_y, .w = width, .h = height}),
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sprite_clip_((SDL_FRect){.x = 0, .y = 0, .w = pos_.w, .h = pos_.h}) {}
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pos_(SDL_FRect{.x = pos_x, .y = pos_y, .w = width, .h = height}),
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sprite_clip_(SDL_FRect{.x = 0, .y = 0, .w = pos_.w, .h = pos_.h}) {}
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Sprite::Sprite(std::shared_ptr<Texture> texture, SDL_FRect rect)
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: textures_{std::move(texture)},
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pos_(rect),
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sprite_clip_((SDL_FRect){.x = 0, .y = 0, .w = pos_.w, .h = pos_.h}) {}
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sprite_clip_(SDL_FRect{.x = 0, .y = 0, .w = pos_.w, .h = pos_.h}) {}
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Sprite::Sprite(std::shared_ptr<Texture> texture)
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: textures_{std::move(texture)},
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@@ -32,7 +32,7 @@ Text::Text(const std::shared_ptr<Texture>& texture, const std::string& text_file
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}
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// Crea los objetos
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sprite_ = std::make_unique<Sprite>(texture, (SDL_FRect){.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
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sprite_ = std::make_unique<Sprite>(texture, SDL_FRect{.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
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// Inicializa variables
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fixed_width_ = false;
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@@ -50,7 +50,7 @@ Text::Text(const std::shared_ptr<Texture>& texture, const std::shared_ptr<Text::
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}
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// Crea los objetos
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sprite_ = std::make_unique<Sprite>(texture, (SDL_FRect){.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
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sprite_ = std::make_unique<Sprite>(texture, SDL_FRect{.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
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// Inicializa variables
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fixed_width_ = false;
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@@ -71,8 +71,8 @@ Text::Text(const std::shared_ptr<Texture>& texture, const std::shared_ptr<Textur
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}
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// Crea los objetos
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sprite_ = std::make_unique<Sprite>(texture, (SDL_FRect){.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
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white_sprite_ = std::make_unique<Sprite>(white_texture, (SDL_FRect){.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
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sprite_ = std::make_unique<Sprite>(texture, SDL_FRect{.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
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white_sprite_ = std::make_unique<Sprite>(white_texture, SDL_FRect{.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
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// Inicializa variables
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fixed_width_ = false;
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@@ -90,8 +90,8 @@ Text::Text(const std::shared_ptr<Texture>& texture, const std::shared_ptr<Textur
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}
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// Crea los objetos
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sprite_ = std::make_unique<Sprite>(texture, (SDL_FRect){.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
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white_sprite_ = std::make_unique<Sprite>(white_texture, (SDL_FRect){.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
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sprite_ = std::make_unique<Sprite>(texture, SDL_FRect{.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
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white_sprite_ = std::make_unique<Sprite>(white_texture, SDL_FRect{.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
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// Inicializa variables
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fixed_width_ = false;
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@@ -137,7 +137,7 @@ void Text::write2X(int x, int y, const std::string& text, int kerning, int lengt
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}
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// Escribe el texto en una textura
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auto Text::writeToTexture(const std::string& text, int zoom, int kerning, int length) -> std::shared_ptr<Texture> {
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auto Text::writeToTexture(const std::string& text, int zoom, int kerning, int /*length*/) -> std::shared_ptr<Texture> {
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auto* renderer = Screen::get()->getRenderer();
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auto texture = std::make_shared<Texture>(renderer);
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auto width = Text::length(text, kerning) * zoom;
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@@ -342,7 +342,7 @@ void Text::writeDX(Uint8 flags, int x, int y, const std::string& text, int kerni
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}
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// Escribe texto a partir de un TextStyle
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void Text::writeStyle(int x, int y, const std::string& text, const Style& style, int length) {
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void Text::writeStyle(int x, int y, const std::string& text, const Style& style, int /*length*/) {
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writeDX(style.flags, x, y, text, style.kerning, style.text_color, style.shadow_distance, style.shadow_color);
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}
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@@ -50,7 +50,7 @@ TiledBG::~TiledBG() {
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// Rellena la textura con el contenido
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void TiledBG::fillTexture() {
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// Crea los objetos para pintar en la textura de fondo
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auto tile = std::make_unique<Sprite>(Resource::get()->getTexture("title_bg_tile.png"), (SDL_FRect){.x = 0, .y = 0, .w = TILE_WIDTH, .h = TILE_HEIGHT});
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auto tile = std::make_unique<Sprite>(Resource::get()->getTexture("title_bg_tile.png"), SDL_FRect{.x = 0, .y = 0, .w = TILE_WIDTH, .h = TILE_HEIGHT});
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// Prepara para dibujar sobre la textura
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auto* temp = SDL_GetRenderTarget(renderer_);
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