From 6493b73f4f7978677cb5ac30144c925913ea5bc0 Mon Sep 17 00:00:00 2001 From: Sergio Valor Date: Sun, 25 Sep 2022 21:22:59 +0200 Subject: [PATCH] Cambiados NULL por nullptr --- source/director.cpp | 12 ++++++------ source/fade.cpp | 12 ++++++------ source/game.cpp | 13 +++++++------ source/game.h | 1 + source/input.cpp | 2 +- source/instructions.cpp | 4 ++-- source/logo.cpp | 2 +- source/screen.cpp | 6 +++--- source/title.cpp | 12 +++++++----- 9 files changed, 34 insertions(+), 30 deletions(-) diff --git a/source/director.cpp b/source/director.cpp index 393db78..482e957 100644 --- a/source/director.cpp +++ b/source/director.cpp @@ -135,7 +135,7 @@ bool Director::initSDL() // Crea la ventana mWindow = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, mOptions->screenWidth * mOptions->windowSize, mOptions->screenHeight * mOptions->windowSize, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI); - if (mWindow == NULL) + if (mWindow == nullptr) { printf("Window could not be created!\nSDL Error: %s\n", SDL_GetError()); success = false; @@ -148,7 +148,7 @@ bool Director::initSDL() else mRenderer = SDL_CreateRenderer(mWindow, -1, SDL_RENDERER_ACCELERATED); - if (mRenderer == NULL) + if (mRenderer == nullptr) { printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError()); success = false; @@ -266,7 +266,7 @@ bool Director::checkFolder(std::string name, std::string path) p = mFileList[i].c_str(); filename = p.substr(p.find_last_of("\\/") + 1); file = SDL_RWFromFile(p.c_str(), "r+b"); - if (file != NULL) + if (file != nullptr) { printf("Checking file %-20s [OK]\n", filename.c_str()); } @@ -337,13 +337,13 @@ bool Director::loadConfigFile() SDL_RWops *file = SDL_RWFromFile(p.c_str(), "r+b"); // El fichero no existe - if (file == NULL) + if (file == nullptr) { printf("Warning: Unable to open %s file\n", filename.c_str()); // Crea el fichero para escritura file = SDL_RWFromFile(p.c_str(), "w+b"); - if (file != NULL) + if (file != nullptr) { printf("New file (%s) created!\n", filename.c_str()); @@ -412,7 +412,7 @@ bool Director::saveConfigFile() const std::string p = mFileList[2]; std::string filename = p.substr(p.find_last_of("\\/") + 1); SDL_RWops *file = SDL_RWFromFile(p.c_str(), "w+b"); - if (file != NULL) + if (file != nullptr) { // Guarda los datos SDL_RWwrite(file, &mOptions->fullScreenMode, sizeof(mOptions->fullScreenMode), 1); diff --git a/source/fade.cpp b/source/fade.cpp index 80d5fc9..7e96ba2 100644 --- a/source/fade.cpp +++ b/source/fade.cpp @@ -7,7 +7,7 @@ Fade::Fade(SDL_Renderer *renderer) mRenderer = renderer; mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT); - if (mBackbuffer == NULL) + if (mBackbuffer == nullptr) printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError()); } @@ -43,10 +43,10 @@ void Fade::render() for (int i = 0; i < 256; i += 4) { // Dibujamos sobre el renderizador - SDL_SetRenderTarget(mRenderer, NULL); + SDL_SetRenderTarget(mRenderer, nullptr); // Copia el backbuffer con la imagen que había al renderizador - SDL_RenderCopy(mRenderer, mBackbuffer, NULL, NULL); + SDL_RenderCopy(mRenderer, mBackbuffer, nullptr, nullptr); SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, i); SDL_RenderFillRect(mRenderer, &mRect1); @@ -60,7 +60,7 @@ void Fade::render() SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255); SDL_RenderClear(mRenderer); - SDL_SetRenderTarget(mRenderer, NULL); + SDL_SetRenderTarget(mRenderer, nullptr); SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255); SDL_RenderClear(mRenderer); break; @@ -103,10 +103,10 @@ void Fade::render() SDL_RenderFillRect(mRenderer, &mRect1); // Volvemos a usar el renderizador de forma normal - SDL_SetRenderTarget(mRenderer, NULL); + SDL_SetRenderTarget(mRenderer, nullptr); // Copiamos el backbuffer al renderizador - SDL_RenderCopy(mRenderer, mBackbuffer, NULL, NULL); + SDL_RenderCopy(mRenderer, mBackbuffer, nullptr, nullptr); // Volcamos el renderizador en pantalla SDL_RenderPresent(mRenderer); diff --git a/source/game.cpp b/source/game.cpp index bcbbe30..957b746 100644 --- a/source/game.cpp +++ b/source/game.cpp @@ -366,6 +366,7 @@ void Game::init() mPowerBallCounter = 0; mCoffeeMachineEnabled = false; mPostFade = 0; + mLastStageReached = 0; if (mDemo.enabled) { @@ -596,13 +597,13 @@ bool Game::loadScoreFile() SDL_RWops *file = SDL_RWFromFile(p.c_str(), "r+b"); // El fichero no existe - if (file == NULL) + if (file == nullptr) { printf("Warning: Unable to open %s file\n", filename.c_str()); // Creamos el fichero para escritura file = SDL_RWFromFile(p.c_str(), "w+b"); - if (file != NULL) + if (file != nullptr) { printf("New file (%s) created!\n", filename.c_str()); @@ -656,13 +657,13 @@ bool Game::loadDemoFile() SDL_RWops *file = SDL_RWFromFile(p.c_str(), "r+b"); // El fichero no existe - if (file == NULL) + if (file == nullptr) { printf("Warning: Unable to open %s file\n", filename.c_str()); // Creamos el fichero para escritura file = SDL_RWFromFile(p.c_str(), "w+b"); - if (file != NULL) + if (file != nullptr) { printf("New file (%s) created!\n", filename.c_str()); @@ -710,7 +711,7 @@ bool Game::saveScoreFile() const std::string p = mFileList[0]; const std::string filename = p.substr(p.find_last_of("\\/") + 1); SDL_RWops *file = SDL_RWFromFile(p.c_str(), "w+b"); - if (file != NULL) + if (file != nullptr) { // Guardamos los datos for (int i = 0; i < TOTAL_SCORE_DATA; ++i) @@ -739,7 +740,7 @@ bool Game::saveDemoFile() if (mDemo.recording) { SDL_RWops *file = SDL_RWFromFile(p.c_str(), "w+b"); - if (file != NULL) + if (file != nullptr) { // Guardamos los datos for (int i = 0; i < TOTAL_DEMO_DATA; ++i) diff --git a/source/game.h b/source/game.h index 1c14ac2..b2c0c57 100644 --- a/source/game.h +++ b/source/game.h @@ -245,6 +245,7 @@ private: Uint8 mOnePlayerControl; // Variable para almacenar el valor de las opciones enemyFormation_t mEnemyFormation[NUMBER_OF_ENEMY_FORMATIONS]; // Vector con todas las formaciones enemigas enemyPool_t mEnemyPool[10]; // Variable con los diferentes conjuntos de formaciones enemigas + Uint8 mLastStageReached; // Contiene el numero de la última pantalla que se ha alcanzado demo_t mDemo; // Variable con todas las variables relacionadas con el modo demo debug_t mDebug; // Variable con las opciones de debug diff --git a/source/input.cpp b/source/input.cpp index 9ebb704..bcf10d6 100644 --- a/source/input.cpp +++ b/source/input.cpp @@ -50,7 +50,7 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index) if ((device == INPUT_USE_KEYBOARD) || (device == INPUT_USE_ANY)) { - const Uint8 *mKeystates = SDL_GetKeyboardState(NULL); + const Uint8 *mKeystates = SDL_GetKeyboardState(nullptr); if (repeat) { diff --git a/source/instructions.cpp b/source/instructions.cpp index 22b8600..40ecf54 100644 --- a/source/instructions.cpp +++ b/source/instructions.cpp @@ -20,7 +20,7 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, std::string * // Crea un backbuffer para el renderizador mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT); - if (mBackbuffer == NULL) + if (mBackbuffer == nullptr) printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError()); } @@ -224,7 +224,7 @@ void Instructions::run(Uint8 mode) window.y = 0; // Copia el backbuffer al renderizador - SDL_RenderCopy(mRenderer, mBackbuffer, NULL, &window); + SDL_RenderCopy(mRenderer, mBackbuffer, nullptr, &window); // Vuelca el contenido del renderizador en pantalla mScreen->blit(); diff --git a/source/logo.cpp b/source/logo.cpp index bde9f60..ddb96ab 100644 --- a/source/logo.cpp +++ b/source/logo.cpp @@ -18,7 +18,7 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, std::string *fileList) // Crea un backbuffer para el renderizador mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT); - if (mBackbuffer == NULL) + if (mBackbuffer == nullptr) printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError()); } diff --git a/source/screen.cpp b/source/screen.cpp index 47d6ffa..e6716b5 100644 --- a/source/screen.cpp +++ b/source/screen.cpp @@ -23,7 +23,7 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options) // Crea la textura donde se dibujan los graficos del juego mGameCanvas = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, mGameCanvasWidth, mGameCanvasHeight); - if (mGameCanvas == NULL) + if (mGameCanvas == nullptr) printf("TitleSurface could not be created!\nSDL Error: %s\n", SDL_GetError()); } @@ -50,14 +50,14 @@ void Screen::start() void Screen::blit() { // Vuelve a dejar el renderizador en modo normal - SDL_SetRenderTarget(mRenderer, NULL); + SDL_SetRenderTarget(mRenderer, nullptr); // Borra el contenido previo SDL_SetRenderDrawColor(mRenderer, mBorderColor.r, mBorderColor.g, mBorderColor.b, 0xFF); SDL_RenderClear(mRenderer); // Copia la textura de juego en el renderizador en la posición adecuada - SDL_RenderCopy(mRenderer, mGameCanvas, NULL, &mDest); + SDL_RenderCopy(mRenderer, mGameCanvas, nullptr, &mDest); // Muestra por pantalla el renderizador SDL_RenderPresent(mRenderer); diff --git a/source/title.cpp b/source/title.cpp index 6fe592b..27ff84a 100644 --- a/source/title.cpp +++ b/source/title.cpp @@ -32,8 +32,10 @@ Title::Title(SDL_Window *window, SDL_Renderer *renderer, Screen *screen, Input * // Crea la textura para el mosaico de fondo mBackground = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH * 2, SCREEN_HEIGHT * 2); - if (mBackground == NULL) + if (mBackground == nullptr) + { printf("TitleSurface could not be created!\nSDL Error: %s\n", SDL_GetError()); + } } // Destructor @@ -512,7 +514,7 @@ void Title::updateMenuLabels() // Aplica las opciones de menu seleccionadas void Title::applyOptions() { - mScreen->setVideoMode(mOptions->fullScreenMode); + mScreen->setVideoMode(mOptions->fullScreenMode); mLang->setLang(mOptions->language); @@ -559,7 +561,7 @@ section_t Title::run(Uint8 subsection) mScreen->clean(bgColor); // Dibuja el tileado de fondo - SDL_RenderCopy(mRenderer, mBackground, &mBackgroundWindow, NULL); + SDL_RenderCopy(mRenderer, mBackground, &mBackgroundWindow, nullptr); // Dibuja el degradado mGradient->render(); @@ -613,7 +615,7 @@ section_t Title::run(Uint8 subsection) mScreen->clean(bgColor); // Dibuja el tileado de fondo - SDL_RenderCopy(mRenderer, mBackground, &mBackgroundWindow, NULL); + SDL_RenderCopy(mRenderer, mBackground, &mBackgroundWindow, nullptr); // Dibuja el degradado mGradient->render(); @@ -853,7 +855,7 @@ section_t Title::run(Uint8 subsection) mScreen->clean(bgColor); // Dibuja el tileado de fondo - SDL_RenderCopy(mRenderer, mBackground, &mBackgroundWindow, NULL); + SDL_RenderCopy(mRenderer, mBackground, &mBackgroundWindow, nullptr); // Dibuja el degradado mGradient->render();