Continue arreglant cosetes amb cppcheck
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@@ -1,24 +1,23 @@
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#include "screen.h"
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#include <SDL2/SDL_events.h> // for SDL_DISABLE, SDL_ENABLE
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#include <SDL2/SDL_mouse.h> // for SDL_ShowCursor
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <algorithm> // for max, min
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#include <fstream> // for basic_ifstream, ifstream
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#include <iterator> // for istreambuf_iterator, operator!=
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#include <string> // for basic_string, operator+, to_string, cha...
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#include <vector> // for vector
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#include "asset.h" // for Asset
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#include "dbgtxt.h" // for dbg_print
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#include "global_inputs.h" // for servicePressedCounter
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#include "input.h" // for Input, inputs_e, INPUT_DO_NOT_ALLOW_REPEAT
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#include "notifier.h" // for Notify
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#include "on_screen_help.h" // for OnScreenHelp
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#include "options.h" // for options
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#include "param.h" // for param
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#include <SDL2/SDL_events.h> // para SDL_DISABLE, SDL_ENABLE
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#include <SDL2/SDL_mouse.h> // para SDL_ShowCursor
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#include <SDL2/SDL_pixels.h> // para SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_timer.h> // para SDL_GetTicks
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#include <algorithm> // para max, min
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#include <fstream> // para basic_ifstream, ifstream
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#include <iterator> // para istreambuf_iterator, operator!=
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#include <string> // para basic_string, operator+, to_string, cha...
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#include <vector> // para vector
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#include "asset.h" // para Asset
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#include "dbgtxt.h" // para dbg_print
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#include "global_inputs.h" // para servicePressedCounter
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#include "input.h" // para Input, inputs_e, INPUT_DO_NOT_ALLOW_REPEAT
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#include "notifier.h" // para Notify
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#include "on_screen_help.h" // para OnScreenHelp
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#include "options.h" // para options
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#ifndef NO_SHADERS
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#include "jail_shader.h" // for init, render
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#include "jail_shader.h" // para init, render
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#endif
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// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
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@@ -46,26 +45,12 @@ Screen *Screen::get()
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Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
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: window_(window),
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renderer_(renderer),
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game_canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
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shader_canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
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src_rect_({0, 0, param.game.width, param.game.height}),
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dst_rect_({0, 0, param.game.width, param.game.height})
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{
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// Inicializa variables
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flash_effect_.enabled = false;
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flash_effect_.counter = 0;
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flash_effect_.lenght = 0;
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flash_effect_.color = Color(0xFF, 0xFF, 0xFF);
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shake_effect_.enabled = false;
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shake_effect_.desp = 2;
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shake_effect_.delay = 3;
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shake_effect_.counter = 0;
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shake_effect_.lenght = 8;
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shake_effect_.remaining = 0;
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shake_effect_.originalPos = 0;
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shake_effect_.originalWidth = param.game.width;
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SDL_DisplayMode DM;
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SDL_GetCurrentDisplayMode(0, &DM);
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info_resolution_ = std::to_string(DM.w) + " X " + std::to_string(DM.h) + " AT " + std::to_string(DM.refresh_rate) + " HZ";
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