treball en curs: correccions de tidy
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@@ -9,70 +9,70 @@
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// Constructor
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Fade::Fade(SDL_Renderer *renderer)
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: mRenderer(renderer) {
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mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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if (mBackbuffer != nullptr) {
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SDL_SetTextureScaleMode(mBackbuffer, SDL_SCALEMODE_NEAREST);
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: renderer_(renderer) {
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backbuffer_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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if (backbuffer_ != nullptr) {
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SDL_SetTextureScaleMode(backbuffer_, SDL_SCALEMODE_NEAREST);
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}
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if (mBackbuffer == nullptr) {
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if (backbuffer_ == nullptr) {
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std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << '\n';
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}
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}
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// Destructor
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Fade::~Fade() {
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SDL_DestroyTexture(mBackbuffer);
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mBackbuffer = nullptr;
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SDL_DestroyTexture(backbuffer_);
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backbuffer_ = nullptr;
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}
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// Inicializa las variables
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void Fade::init(Uint8 r, Uint8 g, Uint8 b) {
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mFadeType = FADE_CENTER;
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mEnabled = false;
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mFinished = false;
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mCounter = 0;
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mR = r;
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mG = g;
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mB = b;
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mROriginal = r;
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mGOriginal = g;
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mBOriginal = b;
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mLastSquareTicks = 0;
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mSquaresDrawn = 0;
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mFullscreenDone = false;
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fade_type_ = FADE_CENTER;
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enabled_ = false;
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finished_ = false;
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counter_ = 0;
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r_ = r;
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g_ = g;
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b_ = b;
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r_original_ = r;
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g_original_ = g;
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b_original_ = b;
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last_square_ticks_ = 0;
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squares_drawn_ = 0;
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fullscreen_done_ = false;
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}
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// Pinta una transición en pantalla
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void Fade::render() {
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if (mEnabled && !mFinished) {
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switch (mFadeType) {
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if (enabled_ && !finished_) {
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switch (fade_type_) {
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case FADE_FULLSCREEN: {
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if (!mFullscreenDone) {
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if (!fullscreen_done_) {
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SDL_FRect fRect1 = {0, 0, (float)GAMECANVAS_WIDTH, (float)GAMECANVAS_HEIGHT};
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int alpha = mCounter * 4;
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int alpha = counter_ * 4;
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if (alpha >= 255) {
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mFullscreenDone = true;
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fullscreen_done_ = true;
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// Deja todos los buffers del mismo color
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SDL_SetRenderTarget(mRenderer, mBackbuffer);
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SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255);
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SDL_RenderClear(mRenderer);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 255);
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SDL_RenderClear(renderer_);
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SDL_SetRenderTarget(mRenderer, nullptr);
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SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255);
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SDL_RenderClear(mRenderer);
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SDL_SetRenderTarget(renderer_, nullptr);
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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 255);
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SDL_RenderClear(renderer_);
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mFinished = true;
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finished_ = true;
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} else {
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// Dibujamos sobre el renderizador
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SDL_SetRenderTarget(mRenderer, nullptr);
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SDL_SetRenderTarget(renderer_, nullptr);
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// Copia el backbuffer con la imagen que había al renderizador
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SDL_RenderTexture(mRenderer, mBackbuffer, nullptr, nullptr);
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SDL_RenderTexture(renderer_, backbuffer_, nullptr, nullptr);
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SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, alpha);
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SDL_RenderFillRect(mRenderer, &fRect1);
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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, alpha);
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SDL_RenderFillRect(renderer_, &fRect1);
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}
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}
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break;
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@@ -82,26 +82,26 @@ void Fade::render() {
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SDL_FRect fR1 = {0, 0, (float)GAMECANVAS_WIDTH, 0};
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SDL_FRect fR2 = {0, 0, (float)GAMECANVAS_WIDTH, 0};
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SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 64);
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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 64);
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for (int i = 0; i < mCounter; i++) {
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for (int i = 0; i < counter_; i++) {
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fR1.h = fR2.h = (float)(i * 4);
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fR2.y = (float)(GAMECANVAS_HEIGHT - (i * 4));
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SDL_RenderFillRect(mRenderer, &fR1);
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SDL_RenderFillRect(mRenderer, &fR2);
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SDL_RenderFillRect(renderer_, &fR1);
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SDL_RenderFillRect(renderer_, &fR2);
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}
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if ((mCounter * 4) > GAMECANVAS_HEIGHT) {
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mFinished = true;
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if ((counter_ * 4) > GAMECANVAS_HEIGHT) {
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finished_ = true;
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}
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break;
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}
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case FADE_RANDOM_SQUARE: {
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Uint32 now = SDL_GetTicks();
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if (mSquaresDrawn < 50 && now - mLastSquareTicks >= 100) {
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mLastSquareTicks = now;
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if (squares_drawn_ < 50 && now - last_square_ticks_ >= 100) {
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last_square_ticks_ = now;
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SDL_FRect fRs = {0, 0, 32, 32};
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@@ -109,26 +109,26 @@ void Fade::render() {
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Uint8 r = 255 * (rand() % 2);
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Uint8 g = 255 * (rand() % 2);
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Uint8 b = 255 * (rand() % 2);
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SDL_SetRenderDrawColor(mRenderer, r, g, b, 64);
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SDL_SetRenderDrawColor(renderer_, r, g, b, 64);
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// Dibujamos sobre el backbuffer
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SDL_SetRenderTarget(mRenderer, mBackbuffer);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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fRs.x = (float)(rand() % (GAMECANVAS_WIDTH - 32));
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fRs.y = (float)(rand() % (GAMECANVAS_HEIGHT - 32));
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SDL_RenderFillRect(mRenderer, &fRs);
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SDL_RenderFillRect(renderer_, &fRs);
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// Volvemos a usar el renderizador de forma normal
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SDL_SetRenderTarget(mRenderer, nullptr);
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SDL_SetRenderTarget(renderer_, nullptr);
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mSquaresDrawn++;
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squares_drawn_++;
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}
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// Copiamos el backbuffer al renderizador
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SDL_RenderTexture(mRenderer, mBackbuffer, nullptr, nullptr);
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SDL_RenderTexture(renderer_, backbuffer_, nullptr, nullptr);
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if (mSquaresDrawn >= 50) {
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mFinished = true;
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if (squares_drawn_ >= 50) {
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finished_ = true;
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}
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break;
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}
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@@ -138,43 +138,43 @@ void Fade::render() {
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}
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}
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if (mFinished) {
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SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255);
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SDL_RenderClear(mRenderer);
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if (finished_) {
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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 255);
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SDL_RenderClear(renderer_);
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}
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}
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// Actualiza las variables internas
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void Fade::update() {
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if (mEnabled) {
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mCounter++;
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if (enabled_) {
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counter_++;
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}
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}
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// Activa el fade
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void Fade::activateFade() {
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mEnabled = true;
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mFinished = false;
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mCounter = 0;
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mSquaresDrawn = 0;
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mLastSquareTicks = 0;
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mFullscreenDone = false;
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mR = mROriginal;
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mG = mGOriginal;
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mB = mBOriginal;
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enabled_ = true;
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finished_ = false;
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counter_ = 0;
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squares_drawn_ = 0;
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last_square_ticks_ = 0;
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fullscreen_done_ = false;
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r_ = r_original_;
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g_ = g_original_;
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b_ = b_original_;
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}
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// Comprueba si está activo
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auto Fade::isEnabled() const -> bool {
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return mEnabled;
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return enabled_;
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}
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// Comprueba si ha terminado la transicion
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auto Fade::hasEnded() const -> bool {
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return mFinished;
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return finished_;
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}
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// Establece el tipo de fade
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void Fade::setFadeType(Uint8 fadeType) {
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mFadeType = fadeType;
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void Fade::setFadeType(Uint8 fade_type) {
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fade_type_ = fade_type;
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}
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