neteja final tidy/cppcheck: const*, static, renames de constants
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@@ -15,7 +15,7 @@
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#include "core/rendering/text.h" // for Text, TXT_CENTER, TXT_COLOR, TXT_SHADOW
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#include "core/rendering/texture.h" // for Texture
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#include "core/resources/resource.h"
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#include "game/defaults.hpp" // for shdwTxtColor, GAMECANVAS_CENTER_X, GAME...
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#include "game/defaults.hpp" // for GAMECANVAS_CENTER_X, GAME...
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#include "utils/utils.h" // for Color, Section
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// Constructor
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@@ -113,25 +113,25 @@ void Instructions::render() {
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// Pinta en el backbuffer el texto y los sprites
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SDL_SetRenderTarget(renderer_, backbuffer_);
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SDL_SetRenderDrawColor(renderer_, bgColor.r, bgColor.g, bgColor.b, 255);
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SDL_SetRenderDrawColor(renderer_, BG_COLOR.r, BG_COLOR.g, BG_COLOR.b, 255);
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SDL_RenderClear(renderer_);
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// Escribe el texto
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text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 8, Lang::get()->getText(11), 1, ORANGE_COLOR, 1, shdwTxtColor);
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text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 24, Lang::get()->getText(12), 1, noColor, 1, shdwTxtColor);
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text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 34, Lang::get()->getText(13), 1, noColor, 1, shdwTxtColor);
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text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 48, Lang::get()->getText(14), 1, noColor, 1, shdwTxtColor);
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text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 58, Lang::get()->getText(15), 1, noColor, 1, shdwTxtColor);
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text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 75, Lang::get()->getText(16), 1, ORANGE_COLOR, 1, shdwTxtColor);
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text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 8, Lang::get()->getText(11), 1, ORANGE_COLOR, 1, SHADOW_COLOR);
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text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 24, Lang::get()->getText(12), 1, NO_COLOR, 1, SHADOW_COLOR);
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text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 34, Lang::get()->getText(13), 1, NO_COLOR, 1, SHADOW_COLOR);
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text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 48, Lang::get()->getText(14), 1, NO_COLOR, 1, SHADOW_COLOR);
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text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 58, Lang::get()->getText(15), 1, NO_COLOR, 1, SHADOW_COLOR);
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text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 75, Lang::get()->getText(16), 1, ORANGE_COLOR, 1, SHADOW_COLOR);
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text_->writeShadowed(84, 92, Lang::get()->getText(17), shdwTxtColor);
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text_->writeShadowed(84, 108, Lang::get()->getText(18), shdwTxtColor);
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text_->writeShadowed(84, 124, Lang::get()->getText(19), shdwTxtColor);
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text_->writeShadowed(84, 140, Lang::get()->getText(20), shdwTxtColor);
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text_->writeShadowed(84, 156, Lang::get()->getText(21), shdwTxtColor);
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text_->writeShadowed(84, 92, Lang::get()->getText(17), SHADOW_COLOR);
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text_->writeShadowed(84, 108, Lang::get()->getText(18), SHADOW_COLOR);
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text_->writeShadowed(84, 124, Lang::get()->getText(19), SHADOW_COLOR);
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text_->writeShadowed(84, 140, Lang::get()->getText(20), SHADOW_COLOR);
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text_->writeShadowed(84, 156, Lang::get()->getText(21), SHADOW_COLOR);
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if ((mode_ == Mode::MANUAL) && (counter_ % 50 > 14)) {
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text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_HEIGHT - 12, Lang::get()->getText(22), 1, ORANGE_COLOR, 1, shdwTxtColor);
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text_->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_HEIGHT - 12, Lang::get()->getText(22), 1, ORANGE_COLOR, 1, SHADOW_COLOR);
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}
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// Disquito
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@@ -176,7 +176,7 @@ void Instructions::render() {
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Screen::get()->start();
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// Limpia la pantalla
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Screen::get()->clean(bgColor);
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Screen::get()->clean(BG_COLOR);
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// Establece la ventana del backbuffer
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if (mode_ == Mode::AUTO) {
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@@ -364,7 +364,7 @@ void Intro::render() {
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Screen::get()->start();
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// Limpia la pantalla
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Screen::get()->clean(bgColor);
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Screen::get()->clean(BG_COLOR);
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// Dibuja los objetos
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for (auto *bitmap : bitmaps_) {
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@@ -10,8 +10,6 @@
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#include "core/input/input.h" // for Input, REPEAT_FALSE, InputAction
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#include "core/rendering/screen.h" // for Screen
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#include "core/rendering/sprite.h" // for Sprite
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#include "core/rendering/texture.h" // for Texture
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#include "core/resources/asset.h" // for Asset
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#include "core/resources/resource.h"
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#include "game/defaults.hpp" // for bgColor, SECTION_PROG_LOGO, SECTION_PROG...
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#include "utils/utils.h" // for Section, Color
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@@ -76,9 +74,9 @@ void Logo::checkInput() {
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void Logo::renderFade() {
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// Dibuja el fade
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if (counter_ >= INIT_FADE) {
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const float step = (float)(counter_ - INIT_FADE) / (float)(END_LOGO - INIT_FADE);
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const int alpha = std::min((int)(255 * step), 255);
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SDL_SetRenderDrawColor(renderer_, bgColor.r, bgColor.g, bgColor.b, alpha);
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const float STEP = (float)(counter_ - INIT_FADE) / (float)(END_LOGO - INIT_FADE);
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const int ALPHA = std::min((int)(255 * STEP), 255);
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SDL_SetRenderDrawColor(renderer_, BG_COLOR.r, BG_COLOR.g, BG_COLOR.b, ALPHA);
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SDL_RenderFillRect(renderer_, nullptr);
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}
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}
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@@ -522,7 +522,7 @@ void Title::render() {
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Screen::get()->start();
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// Limpia la pantalla
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Screen::get()->clean(bgColor);
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Screen::get()->clean(BG_COLOR);
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// Dibuja el tileado de fondo
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{
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@@ -547,7 +547,7 @@ void Title::render() {
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Screen::get()->start();
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// Limpia la pantalla
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Screen::get()->clean(bgColor);
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Screen::get()->clean(BG_COLOR);
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// Dibuja el tileado de fondo
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{
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@@ -574,7 +574,7 @@ void Title::render() {
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Screen::get()->start();
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// Limpia la pantalla
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Screen::get()->clean(bgColor);
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Screen::get()->clean(BG_COLOR);
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// Dibuja el tileado de fondo
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{
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@@ -592,7 +592,7 @@ void Title::render() {
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crisis_bitmap_->render();
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// Texto con el copyright y versión
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text2_->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_HEIGHT - (BLOCK * 2), COPYRIGHT, 1, noColor, 1, shdwTxtColor);
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text2_->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_HEIGHT - (BLOCK * 2), COPYRIGHT, 1, NO_COLOR, 1, SHADOW_COLOR);
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}
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if (menu_visible_) {
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@@ -604,7 +604,7 @@ void Title::render() {
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// PRESS ANY KEY!
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if ((counter_ % 50 > 14) && (!menu_visible_)) {
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text1_->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, PLAY_AREA_THIRD_QUARTER_Y + BLOCK, Lang::get()->getText(23), 1, noColor, 1, shdwTxtColor);
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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);
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}
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// Fade
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