renombrades extensions .h a .hpp

This commit is contained in:
2025-10-17 21:45:19 +02:00
parent 50ccb2ccc2
commit 46974ef2eb
144 changed files with 1758 additions and 1783 deletions

View File

@@ -1,13 +1,13 @@
#include "fade.h"
#include "fade.hpp"
#include <SDL3/SDL.h> // Para SDL_SetRenderTarget, SDL_FRect, SDL_GetRenderTarget, SDL_RenderFillRect, SDL_SetRenderDrawBlendMode, SDL_SetRenderDrawColor, Uint8, SDL_GetRenderDrawBlendMode, SDL_BLENDMODE_NONE, SDL_BlendMode, SDL_CreateTexture, SDL_DestroyTexture, SDL_RenderClear, SDL_RenderTexture, SDL_SetTextureAlphaMod, SDL_SetTextureBlendMode, SDL_BLENDMODE_BLEND, SDL_PixelFormat, SDL_TextureAccess
#include <algorithm> // Para min, max
#include <cstdlib> // Para rand, size_t
#include "color.h" // Para Color
#include "param.h" // Para Param, param, ParamGame, ParamFade
#include "screen.h" // Para Screen
#include "color.hpp" // Para Color
#include "param.hpp" // Para Param, param, ParamGame, ParamFade
#include "screen.hpp" // Para Screen
// Constructor
Fade::Fade()
@@ -170,7 +170,7 @@ void Fade::updateCenterFade() {
}
void Fade::drawCenterFadeRectangles() {
auto *temp = SDL_GetRenderTarget(renderer_);
auto* temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
@@ -378,7 +378,7 @@ void Fade::activateDiagonal(int diagonal_index, Uint32 current_time) {
}
void Fade::drawDiagonal() {
auto *temp = SDL_GetRenderTarget(renderer_);
auto* temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
// CRÍTICO: Limpiar la textura antes de dibujar
@@ -425,7 +425,7 @@ void Fade::drawDiagonal() {
}
void Fade::drawRandomSquares(int active_count) {
auto *temp = SDL_GetRenderTarget(renderer_);
auto* temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
SDL_BlendMode blend_mode;
@@ -443,7 +443,7 @@ void Fade::drawRandomSquares(int active_count) {
}
void Fade::drawRandomSquares2() {
auto *temp = SDL_GetRenderTarget(renderer_);
auto* temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
// CRÍTICO: Limpiar la textura antes de dibujar
@@ -500,7 +500,7 @@ void Fade::updateVenetianFade() {
}
void Fade::drawVenetianBlinds() {
auto *temp = SDL_GetRenderTarget(renderer_);
auto* temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
SDL_BlendMode blend_mode;
@@ -508,7 +508,7 @@ void Fade::drawVenetianBlinds() {
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_NONE);
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
for (const auto &rect : square_) {
for (const auto& rect : square_) {
SDL_RenderFillRect(renderer_, &rect);
}
@@ -525,7 +525,7 @@ void Fade::updateVenetianRectangles() {
void Fade::calculateVenetianProgress() {
int completed = 0;
for (const auto &square : square_) {
for (const auto& square : square_) {
if (square.h >= param.fade.venetian_size) {
++completed;
}
@@ -699,7 +699,7 @@ void Fade::setColor(Color color) {
// Limpia el backbuffer
void Fade::cleanBackbuffer(Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
// Dibujamos sobre el backbuffer_
auto *temp = SDL_GetRenderTarget(renderer_);
auto* temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
// Pintamos la textura con el color del fade