clang-tidy
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@@ -31,8 +31,8 @@ Background::Background(float total_progress_to_complete)
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sun_completion_progress_(total_progress_to_complete_ * SUN_COMPLETION_FACTOR),
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rect_(SDL_FRect{0, 0, static_cast<float>(gradients_texture_->getWidth() / 2), static_cast<float>(gradients_texture_->getHeight() / 2)}),
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src_rect_({0, 0, 320, 240}),
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dst_rect_({0, 0, 320, 240}),
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src_rect_({.x = 0, .y = 0, .w = 320, .h = 240}),
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dst_rect_({.x = 0, .y = 0, .w = 320, .h = 240}),
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attenuate_color_(Color(param.background.attenuate_color.r, param.background.attenuate_color.g, param.background.attenuate_color.b)),
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alpha_color_texture_(param.background.attenuate_color.a),
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@@ -59,17 +59,17 @@ void Background::initializePaths() {
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// Inicializa los rectángulos de gradientes y nubes
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void Background::initializeRects() {
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gradient_rect_[0] = {0, 0, rect_.w, rect_.h};
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gradient_rect_[1] = {rect_.w, 0, rect_.w, rect_.h};
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gradient_rect_[2] = {0, rect_.h, rect_.w, rect_.h};
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gradient_rect_[3] = {rect_.w, rect_.h, rect_.w, rect_.h};
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gradient_rect_[0] = {.x = 0, .y = 0, .w = rect_.w, .h = rect_.h};
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gradient_rect_[1] = {.x = rect_.w, .y = 0, .w = rect_.w, .h = rect_.h};
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gradient_rect_[2] = {.x = 0, .y = rect_.h, .w = rect_.w, .h = rect_.h};
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gradient_rect_[3] = {.x = rect_.w, .y = rect_.h, .w = rect_.w, .h = rect_.h};
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const float TOP_CLOUDS_TEXTURE_HEIGHT = top_clouds_texture_->getHeight() / 4;
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const float BOTTOM_CLOUDS_TEXTURE_HEIGHT = bottom_clouds_texture_->getHeight() / 4;
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for (int i = 0; i < 4; ++i) {
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top_clouds_rect_[i] = {0, i * TOP_CLOUDS_TEXTURE_HEIGHT, static_cast<float>(top_clouds_texture_->getWidth()), TOP_CLOUDS_TEXTURE_HEIGHT};
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bottom_clouds_rect_[i] = {0, i * BOTTOM_CLOUDS_TEXTURE_HEIGHT, static_cast<float>(bottom_clouds_texture_->getWidth()), BOTTOM_CLOUDS_TEXTURE_HEIGHT};
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top_clouds_rect_[i] = {.x = 0, .y = i * TOP_CLOUDS_TEXTURE_HEIGHT, .w = static_cast<float>(top_clouds_texture_->getWidth()), .h = TOP_CLOUDS_TEXTURE_HEIGHT};
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bottom_clouds_rect_[i] = {.x = 0, .y = i * BOTTOM_CLOUDS_TEXTURE_HEIGHT, .w = static_cast<float>(bottom_clouds_texture_->getWidth()), .h = BOTTOM_CLOUDS_TEXTURE_HEIGHT};
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}
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}
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@@ -479,7 +479,7 @@ void Background::createSunPath() {
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const int NUM_STEPS = static_cast<int>((M_PI - M_PI / 2) / STEP) + 1;
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for (int i = 0; i < NUM_STEPS; ++i) {
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double theta = M_PI / 2 + i * STEP;
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double theta = M_PI / 2 + (i * STEP);
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float x = CENTER_X + (RADIUS * cos(theta));
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float y = CENTER_Y - (RADIUS * sin(theta));
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sun_path_.push_back({x, y});
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