Cambiados NULL por nullptr

This commit is contained in:
2022-09-25 21:22:59 +02:00
parent 6637ba9f10
commit 6493b73f4f
9 changed files with 34 additions and 30 deletions

View File

@@ -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);

View File

@@ -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);

View File

@@ -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)

View File

@@ -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

View File

@@ -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)
{

View File

@@ -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();

View File

@@ -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());
}

View File

@@ -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);

View File

@@ -32,9 +32,11 @@ 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
Title::~Title()
@@ -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();