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
+3 -3
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@@ -105,6 +105,6 @@ constexpr int SUBSECTION_TITLE_INSTRUCTIONS = 6;
constexpr int NO_KIND = 0;
// Colores
const Color bgColor = {0x27, 0x27, 0x36};
const Color noColor = {0xFF, 0xFF, 0xFF};
const Color shdwTxtColor = {0x43, 0x43, 0x4F};
const Color BG_COLOR = {0x27, 0x27, 0x36};
const Color NO_COLOR = {0xFF, 0xFF, 0xFF};
const Color SHADOW_COLOR = {0x43, 0x43, 0x4F};
+8 -8
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@@ -2400,7 +2400,7 @@ void Game::render() {
Screen::get()->start();
// Limpia la pantalla
Screen::get()->clean(bgColor);
Screen::get()->clean(BG_COLOR);
// Dibuja los objetos
renderBackground();
@@ -2595,7 +2595,7 @@ void Game::renderMessages() {
// Time Stopped
if (time_stopped_) {
if ((time_stopped_counter_ > 100) || (time_stopped_counter_ % 10 > 4)) {
text_nokia2_->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, Lang::get()->getText(36) + std::to_string(time_stopped_counter_ / 10), -1, noColor, 1, shdwTxtColor);
text_nokia2_->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, Lang::get()->getText(36) + std::to_string(time_stopped_counter_ / 10), -1, NO_COLOR, 1, SHADOW_COLOR);
}
if (time_stopped_counter_ > 100) {
@@ -2612,7 +2612,7 @@ void Game::renderMessages() {
// D E M O
if (demo_.enabled) {
if (demo_.counter % 30 > 14) {
text_nokia_big2_->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, Lang::get()->getText(37), 0, noColor, 2, shdwTxtColor);
text_nokia_big2_->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, Lang::get()->getText(37), 0, NO_COLOR, 2, SHADOW_COLOR);
}
}
@@ -2628,11 +2628,11 @@ void Game::renderMessages() {
}
if (!game_completed_) { // Escribe el numero de fases restantes
text_nokia_big2_->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, stage_bitmap_path_[stage_bitmap_counter_], stage_text, -2, noColor, 2, shdwTxtColor);
text_nokia_big2_->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, stage_bitmap_path_[stage_bitmap_counter_], stage_text, -2, NO_COLOR, 2, SHADOW_COLOR);
} else { // Escribe el texto de juego completado
stage_text = Lang::get()->getText(50);
text_nokia_big2_->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, stage_bitmap_path_[stage_bitmap_counter_], stage_text, -2, noColor, 1, shdwTxtColor);
text_nokia2_->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, stage_bitmap_path_[stage_bitmap_counter_] + text_nokia_big2_->getCharacterSize() + 2, Lang::get()->getText(76), -1, noColor, 1, shdwTxtColor);
text_nokia_big2_->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, stage_bitmap_path_[stage_bitmap_counter_], stage_text, -2, NO_COLOR, 1, SHADOW_COLOR);
text_nokia2_->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, stage_bitmap_path_[stage_bitmap_counter_] + text_nokia_big2_->getCharacterSize() + 2, Lang::get()->getText(76), -1, NO_COLOR, 1, SHADOW_COLOR);
}
}
}
@@ -2858,7 +2858,7 @@ void Game::renderPausedGame() {
Screen::get()->start();
// Limpia la pantalla
Screen::get()->clean(bgColor);
Screen::get()->clean(BG_COLOR);
// Pinta el escenario
{
@@ -2974,7 +2974,7 @@ void Game::renderGameOverScreen() {
Screen::get()->start();
// Limpia la pantalla
Screen::get()->clean(bgColor);
Screen::get()->clean(BG_COLOR);
// Dibujo
if (!game_completed_) { // Dibujo de haber perdido la partida
+15 -15
View File
@@ -15,7 +15,7 @@
#include "core/rendering/text.h" // for Text, TXT_CENTER, TXT_COLOR, TXT_SHADOW
#include "core/rendering/texture.h" // for Texture
#include "core/resources/resource.h"
#include "game/defaults.hpp" // for shdwTxtColor, GAMECANVAS_CENTER_X, GAME...
#include "game/defaults.hpp" // for GAMECANVAS_CENTER_X, GAME...
#include "utils/utils.h" // for Color, Section
// Constructor
@@ -113,25 +113,25 @@ void Instructions::render() {
// Pinta en el backbuffer el texto y los sprites
SDL_SetRenderTarget(renderer_, backbuffer_);
SDL_SetRenderDrawColor(renderer_, bgColor.r, bgColor.g, bgColor.b, 255);
SDL_SetRenderDrawColor(renderer_, BG_COLOR.r, BG_COLOR.g, BG_COLOR.b, 255);
SDL_RenderClear(renderer_);
// Escribe el texto
text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 8, Lang::get()->getText(11), 1, ORANGE_COLOR, 1, shdwTxtColor);
text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 24, Lang::get()->getText(12), 1, noColor, 1, shdwTxtColor);
text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 34, Lang::get()->getText(13), 1, noColor, 1, shdwTxtColor);
text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 48, Lang::get()->getText(14), 1, noColor, 1, shdwTxtColor);
text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 58, Lang::get()->getText(15), 1, noColor, 1, shdwTxtColor);
text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 75, Lang::get()->getText(16), 1, ORANGE_COLOR, 1, shdwTxtColor);
text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 8, Lang::get()->getText(11), 1, ORANGE_COLOR, 1, SHADOW_COLOR);
text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 24, Lang::get()->getText(12), 1, NO_COLOR, 1, SHADOW_COLOR);
text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 34, Lang::get()->getText(13), 1, NO_COLOR, 1, SHADOW_COLOR);
text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 48, Lang::get()->getText(14), 1, NO_COLOR, 1, SHADOW_COLOR);
text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 58, Lang::get()->getText(15), 1, NO_COLOR, 1, SHADOW_COLOR);
text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 75, Lang::get()->getText(16), 1, ORANGE_COLOR, 1, SHADOW_COLOR);
text_->writeShadowed(84, 92, Lang::get()->getText(17), shdwTxtColor);
text_->writeShadowed(84, 108, Lang::get()->getText(18), shdwTxtColor);
text_->writeShadowed(84, 124, Lang::get()->getText(19), shdwTxtColor);
text_->writeShadowed(84, 140, Lang::get()->getText(20), shdwTxtColor);
text_->writeShadowed(84, 156, Lang::get()->getText(21), shdwTxtColor);
text_->writeShadowed(84, 92, Lang::get()->getText(17), SHADOW_COLOR);
text_->writeShadowed(84, 108, Lang::get()->getText(18), SHADOW_COLOR);
text_->writeShadowed(84, 124, Lang::get()->getText(19), SHADOW_COLOR);
text_->writeShadowed(84, 140, Lang::get()->getText(20), SHADOW_COLOR);
text_->writeShadowed(84, 156, Lang::get()->getText(21), SHADOW_COLOR);
if ((mode_ == Mode::MANUAL) && (counter_ % 50 > 14)) {
text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_HEIGHT - 12, Lang::get()->getText(22), 1, ORANGE_COLOR, 1, shdwTxtColor);
text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_HEIGHT - 12, Lang::get()->getText(22), 1, ORANGE_COLOR, 1, SHADOW_COLOR);
}
// Disquito
@@ -176,7 +176,7 @@ void Instructions::render() {
Screen::get()->start();
// Limpia la pantalla
Screen::get()->clean(bgColor);
Screen::get()->clean(BG_COLOR);
// Establece la ventana del backbuffer
if (mode_ == Mode::AUTO) {
+1 -1
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@@ -364,7 +364,7 @@ void Intro::render() {
Screen::get()->start();
// Limpia la pantalla
Screen::get()->clean(bgColor);
Screen::get()->clean(BG_COLOR);
// Dibuja los objetos
for (auto *bitmap : bitmaps_) {
+3 -5
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@@ -10,8 +10,6 @@
#include "core/input/input.h" // for Input, REPEAT_FALSE, InputAction
#include "core/rendering/screen.h" // for Screen
#include "core/rendering/sprite.h" // for Sprite
#include "core/rendering/texture.h" // for Texture
#include "core/resources/asset.h" // for Asset
#include "core/resources/resource.h"
#include "game/defaults.hpp" // for bgColor, SECTION_PROG_LOGO, SECTION_PROG...
#include "utils/utils.h" // for Section, Color
@@ -76,9 +74,9 @@ void Logo::checkInput() {
void Logo::renderFade() {
// Dibuja el fade
if (counter_ >= INIT_FADE) {
const float step = (float)(counter_ - INIT_FADE) / (float)(END_LOGO - INIT_FADE);
const int alpha = std::min((int)(255 * step), 255);
SDL_SetRenderDrawColor(renderer_, bgColor.r, bgColor.g, bgColor.b, alpha);
const float STEP = (float)(counter_ - INIT_FADE) / (float)(END_LOGO - INIT_FADE);
const int ALPHA = std::min((int)(255 * STEP), 255);
SDL_SetRenderDrawColor(renderer_, BG_COLOR.r, BG_COLOR.g, BG_COLOR.b, ALPHA);
SDL_RenderFillRect(renderer_, nullptr);
}
}
+5 -5
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@@ -522,7 +522,7 @@ void Title::render() {
Screen::get()->start();
// Limpia la pantalla
Screen::get()->clean(bgColor);
Screen::get()->clean(BG_COLOR);
// Dibuja el tileado de fondo
{
@@ -547,7 +547,7 @@ void Title::render() {
Screen::get()->start();
// Limpia la pantalla
Screen::get()->clean(bgColor);
Screen::get()->clean(BG_COLOR);
// Dibuja el tileado de fondo
{
@@ -574,7 +574,7 @@ void Title::render() {
Screen::get()->start();
// Limpia la pantalla
Screen::get()->clean(bgColor);
Screen::get()->clean(BG_COLOR);
// Dibuja el tileado de fondo
{
@@ -592,7 +592,7 @@ void Title::render() {
crisis_bitmap_->render();
// Texto con el copyright y versión
text2_->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_HEIGHT - (BLOCK * 2), COPYRIGHT, 1, noColor, 1, shdwTxtColor);
text2_->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_HEIGHT - (BLOCK * 2), COPYRIGHT, 1, NO_COLOR, 1, SHADOW_COLOR);
}
if (menu_visible_) {
@@ -604,7 +604,7 @@ void Title::render() {
// PRESS ANY KEY!
if ((counter_ % 50 > 14) && (!menu_visible_)) {
text1_->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, PLAY_AREA_THIRD_QUARTER_Y + BLOCK, Lang::get()->getText(23), 1, noColor, 1, shdwTxtColor);
text1_->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, PLAY_AREA_THIRD_QUARTER_Y + BLOCK, Lang::get()->getText(23), 1, NO_COLOR, 1, SHADOW_COLOR);
}
// Fade