neteja final tidy/cppcheck: const*, static, renames de constants

This commit is contained in:
2026-05-16 19:40:33 +02:00
parent 37cb3c782a
commit 479d9d941a
14 changed files with 272 additions and 337 deletions
+95 -84
View File
@@ -46,93 +46,15 @@ void Fade::init(Uint8 r, Uint8 g, Uint8 b) {
void Fade::render() {
if (enabled_ && !finished_) {
switch (fade_type_) {
case FADE_FULLSCREEN: {
if (!fullscreen_done_) {
SDL_FRect fRect1 = {0, 0, (float)GAMECANVAS_WIDTH, (float)GAMECANVAS_HEIGHT};
int alpha = counter_ * 4;
if (alpha >= 255) {
fullscreen_done_ = true;
// Deja todos los buffers del mismo color
SDL_SetRenderTarget(renderer_, backbuffer_);
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 255);
SDL_RenderClear(renderer_);
SDL_SetRenderTarget(renderer_, nullptr);
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 255);
SDL_RenderClear(renderer_);
finished_ = true;
} else {
// Dibujamos sobre el renderizador
SDL_SetRenderTarget(renderer_, nullptr);
// Copia el backbuffer con la imagen que había al renderizador
SDL_RenderTexture(renderer_, backbuffer_, nullptr, nullptr);
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, alpha);
SDL_RenderFillRect(renderer_, &fRect1);
}
}
case FADE_FULLSCREEN:
renderFadeFullscreen();
break;
}
case FADE_CENTER: {
SDL_FRect fR1 = {0, 0, (float)GAMECANVAS_WIDTH, 0};
SDL_FRect fR2 = {0, 0, (float)GAMECANVAS_WIDTH, 0};
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 64);
for (int i = 0; i < counter_; i++) {
fR1.h = fR2.h = (float)(i * 4);
fR2.y = (float)(GAMECANVAS_HEIGHT - (i * 4));
SDL_RenderFillRect(renderer_, &fR1);
SDL_RenderFillRect(renderer_, &fR2);
}
if ((counter_ * 4) > GAMECANVAS_HEIGHT) {
finished_ = true;
}
case FADE_CENTER:
renderFadeCenter();
break;
}
case FADE_RANDOM_SQUARE: {
Uint32 now = SDL_GetTicks();
if (squares_drawn_ < 50 && now - last_square_ticks_ >= 100) {
last_square_ticks_ = now;
SDL_FRect fRs = {0, 0, 32, 32};
// Crea un color al azar
Uint8 r = 255 * (rand() % 2);
Uint8 g = 255 * (rand() % 2);
Uint8 b = 255 * (rand() % 2);
SDL_SetRenderDrawColor(renderer_, r, g, b, 64);
// Dibujamos sobre el backbuffer
SDL_SetRenderTarget(renderer_, backbuffer_);
fRs.x = (float)(rand() % (GAMECANVAS_WIDTH - 32));
fRs.y = (float)(rand() % (GAMECANVAS_HEIGHT - 32));
SDL_RenderFillRect(renderer_, &fRs);
// Volvemos a usar el renderizador de forma normal
SDL_SetRenderTarget(renderer_, nullptr);
squares_drawn_++;
}
// Copiamos el backbuffer al renderizador
SDL_RenderTexture(renderer_, backbuffer_, nullptr, nullptr);
if (squares_drawn_ >= 50) {
finished_ = true;
}
case FADE_RANDOM_SQUARE:
renderFadeRandomSquare();
break;
}
default:
break;
}
@@ -144,6 +66,95 @@ void Fade::render() {
}
}
// Helper de render: tipo FADE_FULLSCREEN
void Fade::renderFadeFullscreen() {
if (fullscreen_done_) {
return;
}
const int ALPHA = counter_ * 4;
if (ALPHA >= 255) {
fullscreen_done_ = true;
// Deja todos los buffers del mismo color
SDL_SetRenderTarget(renderer_, backbuffer_);
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 255);
SDL_RenderClear(renderer_);
SDL_SetRenderTarget(renderer_, nullptr);
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 255);
SDL_RenderClear(renderer_);
finished_ = true;
return;
}
// Dibujamos sobre el renderizador
SDL_SetRenderTarget(renderer_, nullptr);
// Copia el backbuffer con la imagen que había al renderizador
SDL_RenderTexture(renderer_, backbuffer_, nullptr, nullptr);
SDL_FRect f_rect1 = {0, 0, (float)GAMECANVAS_WIDTH, (float)GAMECANVAS_HEIGHT};
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, ALPHA);
SDL_RenderFillRect(renderer_, &f_rect1);
}
// Helper de render: tipo FADE_CENTER
void Fade::renderFadeCenter() {
SDL_FRect f_r1 = {0, 0, (float)GAMECANVAS_WIDTH, 0};
SDL_FRect f_r2 = {0, 0, (float)GAMECANVAS_WIDTH, 0};
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 64);
for (int i = 0; i < counter_; i++) {
f_r1.h = f_r2.h = (float)(i * 4);
f_r2.y = (float)(GAMECANVAS_HEIGHT - (i * 4));
SDL_RenderFillRect(renderer_, &f_r1);
SDL_RenderFillRect(renderer_, &f_r2);
}
if ((counter_ * 4) > GAMECANVAS_HEIGHT) {
finished_ = true;
}
}
// Helper de render: tipo FADE_RANDOM_SQUARE
void Fade::renderFadeRandomSquare() {
const Uint32 NOW = SDL_GetTicks();
if (squares_drawn_ < 50 && NOW - last_square_ticks_ >= 100) {
last_square_ticks_ = NOW;
SDL_FRect f_rs = {0, 0, 32, 32};
// Crea un color al azar
const Uint8 R = 255 * (rand() % 2);
const Uint8 G = 255 * (rand() % 2);
const Uint8 B = 255 * (rand() % 2);
SDL_SetRenderDrawColor(renderer_, R, G, B, 64);
// Dibujamos sobre el backbuffer
SDL_SetRenderTarget(renderer_, backbuffer_);
f_rs.x = (float)(rand() % (GAMECANVAS_WIDTH - 32));
f_rs.y = (float)(rand() % (GAMECANVAS_HEIGHT - 32));
SDL_RenderFillRect(renderer_, &f_rs);
// Volvemos a usar el renderizador de forma normal
SDL_SetRenderTarget(renderer_, nullptr);
squares_drawn_++;
}
// Copiamos el backbuffer al renderizador
SDL_RenderTexture(renderer_, backbuffer_, nullptr, nullptr);
if (squares_drawn_ >= 50) {
finished_ = true;
}
}
// Actualiza las variables internas
void Fade::update() {
if (enabled_) {