treball en curs: correccions de tidy

This commit is contained in:
2026-05-16 17:19:40 +02:00
parent 3421f34a84
commit ee2dd0bc2c
30 changed files with 1220 additions and 1479 deletions
+70 -70
View File
@@ -9,70 +9,70 @@
// Constructor
Fade::Fade(SDL_Renderer *renderer)
: mRenderer(renderer) {
mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (mBackbuffer != nullptr) {
SDL_SetTextureScaleMode(mBackbuffer, SDL_SCALEMODE_NEAREST);
: renderer_(renderer) {
backbuffer_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (backbuffer_ != nullptr) {
SDL_SetTextureScaleMode(backbuffer_, SDL_SCALEMODE_NEAREST);
}
if (mBackbuffer == nullptr) {
if (backbuffer_ == nullptr) {
std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << '\n';
}
}
// Destructor
Fade::~Fade() {
SDL_DestroyTexture(mBackbuffer);
mBackbuffer = nullptr;
SDL_DestroyTexture(backbuffer_);
backbuffer_ = nullptr;
}
// Inicializa las variables
void Fade::init(Uint8 r, Uint8 g, Uint8 b) {
mFadeType = FADE_CENTER;
mEnabled = false;
mFinished = false;
mCounter = 0;
mR = r;
mG = g;
mB = b;
mROriginal = r;
mGOriginal = g;
mBOriginal = b;
mLastSquareTicks = 0;
mSquaresDrawn = 0;
mFullscreenDone = false;
fade_type_ = FADE_CENTER;
enabled_ = false;
finished_ = false;
counter_ = 0;
r_ = r;
g_ = g;
b_ = b;
r_original_ = r;
g_original_ = g;
b_original_ = b;
last_square_ticks_ = 0;
squares_drawn_ = 0;
fullscreen_done_ = false;
}
// Pinta una transición en pantalla
void Fade::render() {
if (mEnabled && !mFinished) {
switch (mFadeType) {
if (enabled_ && !finished_) {
switch (fade_type_) {
case FADE_FULLSCREEN: {
if (!mFullscreenDone) {
if (!fullscreen_done_) {
SDL_FRect fRect1 = {0, 0, (float)GAMECANVAS_WIDTH, (float)GAMECANVAS_HEIGHT};
int alpha = mCounter * 4;
int alpha = counter_ * 4;
if (alpha >= 255) {
mFullscreenDone = true;
fullscreen_done_ = true;
// Deja todos los buffers del mismo color
SDL_SetRenderTarget(mRenderer, mBackbuffer);
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255);
SDL_RenderClear(mRenderer);
SDL_SetRenderTarget(renderer_, backbuffer_);
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 255);
SDL_RenderClear(renderer_);
SDL_SetRenderTarget(mRenderer, nullptr);
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255);
SDL_RenderClear(mRenderer);
SDL_SetRenderTarget(renderer_, nullptr);
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 255);
SDL_RenderClear(renderer_);
mFinished = true;
finished_ = true;
} else {
// Dibujamos sobre el renderizador
SDL_SetRenderTarget(mRenderer, nullptr);
SDL_SetRenderTarget(renderer_, nullptr);
// Copia el backbuffer con la imagen que había al renderizador
SDL_RenderTexture(mRenderer, mBackbuffer, nullptr, nullptr);
SDL_RenderTexture(renderer_, backbuffer_, nullptr, nullptr);
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, alpha);
SDL_RenderFillRect(mRenderer, &fRect1);
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, alpha);
SDL_RenderFillRect(renderer_, &fRect1);
}
}
break;
@@ -82,26 +82,26 @@ void Fade::render() {
SDL_FRect fR1 = {0, 0, (float)GAMECANVAS_WIDTH, 0};
SDL_FRect fR2 = {0, 0, (float)GAMECANVAS_WIDTH, 0};
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 64);
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 64);
for (int i = 0; i < mCounter; i++) {
for (int i = 0; i < counter_; i++) {
fR1.h = fR2.h = (float)(i * 4);
fR2.y = (float)(GAMECANVAS_HEIGHT - (i * 4));
SDL_RenderFillRect(mRenderer, &fR1);
SDL_RenderFillRect(mRenderer, &fR2);
SDL_RenderFillRect(renderer_, &fR1);
SDL_RenderFillRect(renderer_, &fR2);
}
if ((mCounter * 4) > GAMECANVAS_HEIGHT) {
mFinished = true;
if ((counter_ * 4) > GAMECANVAS_HEIGHT) {
finished_ = true;
}
break;
}
case FADE_RANDOM_SQUARE: {
Uint32 now = SDL_GetTicks();
if (mSquaresDrawn < 50 && now - mLastSquareTicks >= 100) {
mLastSquareTicks = now;
if (squares_drawn_ < 50 && now - last_square_ticks_ >= 100) {
last_square_ticks_ = now;
SDL_FRect fRs = {0, 0, 32, 32};
@@ -109,26 +109,26 @@ void Fade::render() {
Uint8 r = 255 * (rand() % 2);
Uint8 g = 255 * (rand() % 2);
Uint8 b = 255 * (rand() % 2);
SDL_SetRenderDrawColor(mRenderer, r, g, b, 64);
SDL_SetRenderDrawColor(renderer_, r, g, b, 64);
// Dibujamos sobre el backbuffer
SDL_SetRenderTarget(mRenderer, mBackbuffer);
SDL_SetRenderTarget(renderer_, backbuffer_);
fRs.x = (float)(rand() % (GAMECANVAS_WIDTH - 32));
fRs.y = (float)(rand() % (GAMECANVAS_HEIGHT - 32));
SDL_RenderFillRect(mRenderer, &fRs);
SDL_RenderFillRect(renderer_, &fRs);
// Volvemos a usar el renderizador de forma normal
SDL_SetRenderTarget(mRenderer, nullptr);
SDL_SetRenderTarget(renderer_, nullptr);
mSquaresDrawn++;
squares_drawn_++;
}
// Copiamos el backbuffer al renderizador
SDL_RenderTexture(mRenderer, mBackbuffer, nullptr, nullptr);
SDL_RenderTexture(renderer_, backbuffer_, nullptr, nullptr);
if (mSquaresDrawn >= 50) {
mFinished = true;
if (squares_drawn_ >= 50) {
finished_ = true;
}
break;
}
@@ -138,43 +138,43 @@ void Fade::render() {
}
}
if (mFinished) {
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255);
SDL_RenderClear(mRenderer);
if (finished_) {
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, 255);
SDL_RenderClear(renderer_);
}
}
// Actualiza las variables internas
void Fade::update() {
if (mEnabled) {
mCounter++;
if (enabled_) {
counter_++;
}
}
// Activa el fade
void Fade::activateFade() {
mEnabled = true;
mFinished = false;
mCounter = 0;
mSquaresDrawn = 0;
mLastSquareTicks = 0;
mFullscreenDone = false;
mR = mROriginal;
mG = mGOriginal;
mB = mBOriginal;
enabled_ = true;
finished_ = false;
counter_ = 0;
squares_drawn_ = 0;
last_square_ticks_ = 0;
fullscreen_done_ = false;
r_ = r_original_;
g_ = g_original_;
b_ = b_original_;
}
// Comprueba si está activo
auto Fade::isEnabled() const -> bool {
return mEnabled;
return enabled_;
}
// Comprueba si ha terminado la transicion
auto Fade::hasEnded() const -> bool {
return mFinished;
return finished_;
}
// Establece el tipo de fade
void Fade::setFadeType(Uint8 fadeType) {
mFadeType = fadeType;
void Fade::setFadeType(Uint8 fade_type) {
fade_type_ = fade_type;
}