Pasaeta de include-what-you-use

This commit is contained in:
2024-10-13 21:58:36 +02:00
parent d0a6e4c572
commit 9825c7fb9b
28 changed files with 229 additions and 239 deletions

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@@ -2,16 +2,14 @@
#include <SDL2/SDL_rect.h> // for SDL_Rect #include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture #include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
#include <SDL2/SDL_stdinc.h> // for Uint16, Uint32 #include <SDL2/SDL_stdinc.h> // for Uint16, Uint32, Uint8
#include <memory> // for unique_ptr #include <memory> // for unique_ptr
#include <string> // for string #include <string> // for string
class Background; class Background; // lines 8-8
class Fade; class Fade; // lines 9-9
class Text; class Text; // lines 10-10
enum class FadeMode : Uint8; enum class FadeMode : Uint8; // lines 11-11
struct JA_Music_t; // lines 14-14 struct JA_Music_t; // lines 12-12
struct JA_Music_t;
/* /*
Esta clase gestiona un estado del programa. Se encarga de mostrar la tabla con las puntuaciones Esta clase gestiona un estado del programa. Se encarga de mostrar la tabla con las puntuaciones

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@@ -1,25 +1,26 @@
#include "instructions.h" #include "instructions.h"
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND #include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event, SDL_QUIT
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888 #include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_timer.h> // for SDL_GetTicks #include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_SIZE_CHANGED #include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_SIZE_CHANGED
#include <algorithm> // for max #include <algorithm> // for max
#include <string> // for basic_string #include <utility> // for move
#include "asset.h" // for Asset #include "asset.h" // for Asset
#include "fade.h" // for Fade, FadeType::FULLSCREEN, FadeMode::IN #include "fade.h" // for Fade, FadeMode, FadeType
#include "global_inputs.h" // for globalInputs::check #include "global_inputs.h" // for check
#include "input.h" // for Input #include "input.h" // for Input
#include "jail_audio.h" // for JA_GetMusicState, JA_Music_state #include "jail_audio.h" // for JA_GetMusicState, JA_Music_state
#include "lang.h" // for getText #include "lang.h" // for getText
#include "param.h" // for param #include "param.h" // for param
#include "screen.h" // for Screen #include "screen.h" // for Screen
#include "section.h" // for name, SectionName, options, SectionOptions #include "section.h" // for Name, name, Options, options
#include "sprite.h" // for Sprite #include "sprite.h" // for Sprite
#include "text.h" // for Text, TEXT_CENTER, TEXT_COLOR, TEXT_SHADOW #include "text.h" // for Text, TEXT_CENTER, TEXT_COLOR, TEXT_...
#include "texture.h" // for Texture #include "texture.h" // for Texture
#include "tiled_bg.h" // for Tiledbg, TILED_MODE_STATIC #include "tiled_bg.h" // for Tiledbg, TILED_MODE_STATIC
#include "utils.h" // for Param, ParamGame, Color, shdwT... #include "utils.h" // for Param, ParamGame, Color, shdw_txt_color
struct JA_Music_t; struct JA_Music_t; // lines 22-22
// Constructor // Constructor
Instructions::Instructions(JA_Music_t *music) Instructions::Instructions(JA_Music_t *music)

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@@ -1,17 +1,16 @@
#pragma once #pragma once
#include <SDL2/SDL_events.h> // for SDL_Event
#include <SDL2/SDL_rect.h> // for SDL_Point, SDL_Rect #include <SDL2/SDL_rect.h> // for SDL_Point, SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Texture, SDL_Renderer #include <SDL2/SDL_render.h> // for SDL_Texture, SDL_Renderer
#include <SDL2/SDL_stdinc.h> // for Uint32 #include <SDL2/SDL_stdinc.h> // for Uint32
#include <memory> // for unique_ptr, shared_ptr
#include <vector> // for vector #include <vector> // for vector
#include <memory> class Fade;
#include "fade.h" class Sprite;
#include "sprite.h" class Text;
#include "text.h" class Texture;
#include "texture.h" class Tiledbg;
#include "tiled_bg.h" struct JA_Music_t; // lines 14-14
struct JA_Music_t;
/* /*
Esta clase gestiona un estado del programa. Se encarga de poner en pantalla Esta clase gestiona un estado del programa. Se encarga de poner en pantalla

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@@ -1,22 +1,22 @@
#include "intro.h" #include "intro.h"
#include <SDL2/SDL_render.h> // for SDL_Renderer #include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event, SDL_QUIT, SDL...
#include <SDL2/SDL_timer.h> // for SDL_GetTicks #include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_SIZE_CHANGED #include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_SIZE_CHANGED
#include <string> // for basic_string #include <utility> // for move
#include "asset.h" // for Asset #include "asset.h" // for Asset
#include "global_inputs.h" // for globalInputs::check #include "global_inputs.h" // for check
#include "input.h" // for Input #include "input.h" // for Input
#include "jail_audio.h" // for JA_StopMusic, JA_PlayMusic #include "jail_audio.h" // for JA_StopMusic, JA_PlayMusic
#include "lang.h" // for getText #include "lang.h" // for getText
#include "param.h" // for param #include "param.h" // for param
#include "screen.h" // for Screen #include "screen.h" // for Screen
#include "section.h" // for name, SectionName, options, SectionOptions #include "section.h" // for Name, name, Options, options
#include "smart_sprite.h" // for SmartSprite #include "smart_sprite.h" // for SmartSprite
#include "text.h" // for Text #include "text.h" // for Text
#include "texture.h" // for Texture #include "texture.h" // for Texture
#include "utils.h" // for ParamGame, Param, Zone, BLOCK #include "utils.h" // for Param, ParamGame, Zone, BLOCK, Color
#include "writer.h" // for Writer #include "writer.h" // for Writer
struct JA_Music_t; struct JA_Music_t; // lines 19-19
// Constructor // Constructor
Intro::Intro(JA_Music_t *music) Intro::Intro(JA_Music_t *music)

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@@ -1,14 +1,13 @@
#pragma once #pragma once
#include <SDL2/SDL_events.h> // for SDL_Event
#include <SDL2/SDL_stdinc.h> // for Uint32, Uint8 #include <SDL2/SDL_stdinc.h> // for Uint32, Uint8
#include <memory> // for unique_ptr, shared_ptr
#include <vector> // for vector #include <vector> // for vector
#include <memory> #include "smart_sprite.h" // for SmartSprite
#include "smart_sprite.h" #include "writer.h" // for Writer
#include "texture.h" class Text;
#include "text.h" class Texture;
#include "writer.h" struct JA_Music_t; // lines 11-11
struct JA_Music_t;
/* /*
Esta clase gestiona un estado del programa. Se encarga de mostrar la secuencia Esta clase gestiona un estado del programa. Se encarga de mostrar la secuencia

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@@ -2,12 +2,12 @@
#include <SDL2/SDL_rect.h> // for SDL_Rect #include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_stdinc.h> // for Uint16 #include <SDL2/SDL_stdinc.h> // for Uint16
#include <memory> // for shared_ptr, unique_ptr
#include <string> // for string #include <string> // for string
#include <vector> // for vector #include <vector> // for vector
#include <memory> #include "animated_sprite.h" // for AnimatedSprite
#include "utils.h" // for Circle #include "utils.h" // for Circle
#include "animated_sprite.h" class Texture;
#include "texture.h"
// Tipos de objetos // Tipos de objetos
constexpr int ITEM_POINTS_1_DISK = 1; constexpr int ITEM_POINTS_1_DISK = 1;

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@@ -1,15 +1,16 @@
#include "logo.h" #include "logo.h"
#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event, SDL_QUIT, SDL...
#include <SDL2/SDL_render.h> // for SDL_Renderer #include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_timer.h> // for SDL_GetTicks #include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_SIZE_CHANGED #include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_SIZE_CHANGED
#include <string> // for basic_string #include <utility> // for move
#include "asset.h" // for Asset #include "asset.h" // for Asset
#include "global_inputs.h" // for globalInputs::check #include "global_inputs.h" // for check
#include "input.h" // for Input #include "input.h" // for Input
#include "jail_audio.h" // for JA_StopMusic #include "jail_audio.h" // for JA_StopMusic
#include "param.h" // for param #include "param.h" // for param
#include "screen.h" // for Screen #include "screen.h" // for Screen
#include "section.h" // for name, SectionName, options, SectionOptions #include "section.h" // for Name, name, Options, options
#include "sprite.h" // for Sprite #include "sprite.h" // for Sprite
#include "texture.h" // for Texture #include "texture.h" // for Texture

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@@ -1,13 +1,12 @@
#pragma once #pragma once
#include <SDL2/SDL_events.h> // for SDL_Event
#include <SDL2/SDL_rect.h> // for SDL_Point #include <SDL2/SDL_rect.h> // for SDL_Point
#include <SDL2/SDL_stdinc.h> // for Uint32 #include <SDL2/SDL_stdinc.h> // for Uint32
#include <memory> // for unique_ptr, shared_ptr
#include <vector> // for vector #include <vector> // for vector
#include <memory> #include "sprite.h" // for Sprite
#include "utils.h" // for Color #include "utils.h" // for Color
#include "sprite.h" class Texture;
#include "texture.h"
/* /*
Esta clase gestiona un estado del programa. Se encarga de dibujar por pantalla el Esta clase gestiona un estado del programa. Se encarga de dibujar por pantalla el

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@@ -7,9 +7,8 @@ Actualizando a la versión "Arcade Edition" en 08/05/2024
*/ */
#include <iostream> // for basic_ostream, char_traits, operator<<, cout #include <iostream> // for char_traits, basic_ostream, operator<<, cout
#include <string> // for basic_string, operator<<, string #include <memory> // for make_unique, unique_ptr
#include <memory>
#include "director.h" // for Director #include "director.h" // for Director
int main(int argc, char *argv[]) int main(int argc, char *argv[])

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@@ -3,9 +3,9 @@
#include <SDL2/SDL_rect.h> // for SDL_Rect, SDL_Point #include <SDL2/SDL_rect.h> // for SDL_Rect, SDL_Point
#include <SDL2/SDL_render.h> // for SDL_RendererFlip #include <SDL2/SDL_render.h> // for SDL_RendererFlip
#include <SDL2/SDL_stdinc.h> // for Uint16 #include <SDL2/SDL_stdinc.h> // for Uint16
#include <memory> #include <memory> // for shared_ptr
#include "sprite.h" // for Sprite #include "sprite.h" // for Sprite
#include "texture.h" class Texture;
// Clase MovingSprite. Añade posicion y velocidad en punto flotante // Clase MovingSprite. Añade posicion y velocidad en punto flotante
class MovingSprite : public Sprite class MovingSprite : public Sprite

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@@ -1,10 +1,9 @@
#include "notify.h" #include "notify.h"
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND #include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888 #include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <string> // for basic_string, char_traits, string #include <string> // for string
#include "jail_audio.h" // for JA_DeleteSound, JA_LoadSound, JA_Pla... #include "jail_audio.h" // for JA_DeleteSound, JA_LoadSound, JA_Pla...
#include "options.h" // for options #include "param.h" // for param
#include "param.h"
#include "sprite.h" // for Sprite #include "sprite.h" // for Sprite
#include "text.h" // for Text #include "text.h" // for Text
#include "texture.h" // for Texture #include "texture.h" // for Texture

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@@ -2,14 +2,14 @@
#include <SDL2/SDL_rect.h> // for SDL_Rect #include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer #include <SDL2/SDL_render.h> // for SDL_Renderer
#include <string> // for basic_string, string #include <memory> // for shared_ptr, unique_ptr
#include <string> // for string, basic_string
#include <vector> // for vector #include <vector> // for vector
#include <memory>
#include "utils.h" // for Color #include "utils.h" // for Color
#include "text.h" class Sprite;
#include "texture.h" class Text;
#include "sprite.h" class Texture;
struct JA_Sound_t; struct JA_Sound_t; // lines 12-12
class Notify class Notify
{ {

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@@ -1,8 +1,7 @@
#include "on_screen_help.h" #include "on_screen_help.h"
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND #include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888 #include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <memory> // for make_unique, unique_ptr #include <memory> // for make_unique, make_shared, unique_ptr
#include <string> // for basic_string
#include "asset.h" // for Asset #include "asset.h" // for Asset
#include "lang.h" // for getText #include "lang.h" // for getText
#include "param.h" // for param #include "param.h" // for param
@@ -10,7 +9,7 @@
#include "sprite.h" // for Sprite #include "sprite.h" // for Sprite
#include "text.h" // for Text #include "text.h" // for Text
#include "texture.h" // for Texture #include "texture.h" // for Texture
#include "utils.h" // for easeInOutSine, ParamGame, Param #include "utils.h" // for easeInOutSine, Param, ParamGame
// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado // [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
OnScreenHelp *OnScreenHelp::onScreenHelp = nullptr; OnScreenHelp *OnScreenHelp::onScreenHelp = nullptr;

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@@ -3,9 +3,8 @@
#include <SDL2/SDL_rect.h> // for SDL_Rect #include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Texture #include <SDL2/SDL_render.h> // for SDL_Texture
#include <vector> // for vector #include <vector> // for vector
#include <memory> class Sprite;
#include "sprite.h" // lines 10-10 class Text;
#include "text.h"
enum class OnScreenHelpStatus enum class OnScreenHelpStatus
{ {

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@@ -2,14 +2,15 @@
#include <SDL2/SDL_rect.h> // for SDL_Rect #include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_stdinc.h> // for Uint32 #include <SDL2/SDL_stdinc.h> // for Uint32
#include <memory> // for unique_ptr #include <memory> // for unique_ptr, shared_ptr
#include <string> // for string, basic_string #include <string> // for string
#include <vector> // for vector #include <vector> // for vector
#include "animated_sprite.h" // for AnimatedSprite #include "animated_sprite.h" // for AnimatedSprite
#include "enter_name.h" // for EnterName #include "enter_name.h" // for EnterName
#include "utils.h" // for Circle #include "utils.h" // for Circle
#include "texture.h" // lines 12-12 class Texture;
enum class ScoreboardMode; enum class InputType : int;
enum class ScoreboardMode; // lines 12-12
// Estados del jugador // Estados del jugador
enum class PlayerStatus enum class PlayerStatus

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@@ -3,13 +3,13 @@
#include <SDL2/SDL_rect.h> // for SDL_Point, SDL_Rect #include <SDL2/SDL_rect.h> // for SDL_Point, SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture #include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
#include <SDL2/SDL_stdinc.h> // for Uint32 #include <SDL2/SDL_stdinc.h> // for Uint32
#include <memory> // for unique_ptr #include <memory> // for unique_ptr, shared_ptr
#include <string> // for string, basic_string #include <string> // for string
#include <vector> // for vector #include <vector> // for vector
#include "utils.h" // for Color #include "utils.h" // for Color
#include "sprite.h" // lines 11-11 class Sprite;
#include "text.h" // lines 12-12 class Text;
#include "texture.h" // lines 13-13 class Texture;
// Defines // Defines
constexpr int SCOREBOARD_LEFT_PANEL = 0; constexpr int SCOREBOARD_LEFT_PANEL = 0;

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@@ -1,8 +1,8 @@
#pragma once #pragma once
#include <memory> // for shared_ptr
#include "animated_sprite.h" // for AnimatedSprite #include "animated_sprite.h" // for AnimatedSprite
#include "texture.h" class Texture;
#include <memory>
// Clase SmartSprite // Clase SmartSprite
class SmartSprite : public AnimatedSprite class SmartSprite : public AnimatedSprite

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@@ -1,5 +1,6 @@
#include "text.h" #include "text.h"
#include <fstream> // for char_traits, basic_ostream, basic_ifstream, ope... #include <SDL2/SDL_rect.h> // for SDL_Rect
#include <fstream> // for basic_ostream, basic_ifstream, basic_istream
#include <iostream> // for cout #include <iostream> // for cout
#include "sprite.h" // for Sprite #include "sprite.h" // for Sprite
#include "texture.h" // for Texture #include "texture.h" // for Texture

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@@ -2,11 +2,11 @@
#include <SDL2/SDL_render.h> // for SDL_Renderer #include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_stdinc.h> // for Uint8 #include <SDL2/SDL_stdinc.h> // for Uint8
#include <memory> // for shared_ptr, unique_ptr
#include <string> // for string #include <string> // for string
#include <memory> #include "sprite.h" // for Sprite
#include "utils.h" #include "utils.h" // for Color
#include "sprite.h" class Texture;
#include "texture.h"
constexpr int TEXT_COLOR = 1; constexpr int TEXT_COLOR = 1;
constexpr int TEXT_SHADOW = 2; constexpr int TEXT_SHADOW = 2;
@@ -64,7 +64,7 @@ public:
void writeCentered(int x, int y, const std::string &text, int kerning = 1, int lenght = -1); void writeCentered(int x, int y, const std::string &text, int kerning = 1, int lenght = -1);
// Escribe texto con extras // Escribe texto con extras
void writeDX(Uint8 flags, int x, int y, const std::string &text, int kerning = 1, Color textColor = {255, 255, 255}, Uint8 shadow_distance = 1, Color shadow_color = {0, 0, 0}, int lenght = -1); void writeDX(Uint8 flags, int x, int y, const std::string &text, int kerning = 1, Color textColor = Color(), Uint8 shadow_distance = 1, Color shadow_color = Color(), int lenght = -1);
// Obtiene la longitud en pixels de una cadena // Obtiene la longitud en pixels de una cadena
int lenght(const std::string &text, int kerning = 1) const; int lenght(const std::string &text, int kerning = 1) const;

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@@ -62,7 +62,6 @@ bool Texture::loadFromFile(const std::string &path)
if (!data) if (!data)
{ {
#ifdef VERBOSE #ifdef VERBOSE
const std::string file_name = path.substr(path.find_last_of("\\/") + 1);
std::cout << "Loading image failed: " << stbi_failure_reason() << std::endl; std::cout << "Loading image failed: " << stbi_failure_reason() << std::endl;
#endif #endif
exit(1); exit(1);
@@ -240,14 +239,14 @@ SDL_Texture *Texture::getSDLTexture()
} }
// Crea una nueva surface // Crea una nueva surface
Surface Texture::newSurface(int w, int h) /*Surface Texture::newSurface(int w, int h)
{ {
Surface surf = static_cast<Surface>(malloc(sizeof(surface_s))); Surface surf = static_cast<Surface>(malloc(sizeof(surface_s)));
surf->w = w; surf->w = w;
surf->h = h; surf->h = h;
surf->data = static_cast<Uint8 *>(malloc(w * h)); surf->data = static_cast<Uint8 *>(malloc(w * h));
return surf; return surf;
} }*/
// Elimina una surface // Elimina una surface
void Texture::deleteSurface(Surface surface) void Texture::deleteSurface(Surface surface)
@@ -345,7 +344,7 @@ std::vector<Uint32> Texture::loadPal(const std::string &file_name)
fread(buffer, size, 1, f); fread(buffer, size, 1, f);
fclose(f); fclose(f);
const auto pal = LoadPalette(buffer); const auto *pal = LoadPalette(buffer);
if (!pal) if (!pal)
{ {
return palette; return palette;

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@@ -33,7 +33,7 @@ private:
int paletteIndex_; // Indice de la paleta en uso int paletteIndex_; // Indice de la paleta en uso
// Crea una nueva surface // Crea una nueva surface
Surface newSurface(int w, int h); //Surface newSurface(int w, int h);
// Elimina una surface // Elimina una surface
void deleteSurface(Surface surface); void deleteSurface(Surface surface);

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@@ -2,6 +2,7 @@
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888 #include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_stdinc.h> // for SDL_sinf #include <SDL2/SDL_stdinc.h> // for SDL_sinf
#include <stdlib.h> // for rand #include <stdlib.h> // for rand
#include <memory> // for unique_ptr, make_shared, make_unique
#include "screen.h" // for Screen #include "screen.h" // for Screen
#include "sprite.h" // for Sprite #include "sprite.h" // for Sprite
#include "texture.h" // for Texture #include "texture.h" // for Texture

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@@ -1,20 +1,24 @@
#include "title.h" #include "title.h"
#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event, SDL_KEYDOWN
#include <SDL2/SDL_keycode.h> // for SDLK_1, SDLK_2, SDLK_3 #include <SDL2/SDL_keycode.h> // for SDLK_1, SDLK_2, SDLK_3
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer #include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_timer.h> // for SDL_GetTicks #include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <string> // for allocator, basic_string, char_traits #include <string> // for char_traits, operator+, to_string, bas...
#include <utility> // for move
#include <vector> // for vector #include <vector> // for vector
#include "asset.h" // for Asset #include "asset.h" // for Asset
#include "global_inputs.h" // for globalInputs::check #include "global_inputs.h" // for check
#include "input.h" // for Input, inputs_e, INPUT_DO_NOT_ALLOW_RE... #include "input.h" // for Input, InputType, INPUT_DO_NOT_ALLOW_R...
#include "jail_audio.h" // for JA_GetMusicState, JA_Music_state, JA_P... #include "jail_audio.h" // for JA_GetMusicState, JA_Music_state, JA_P...
#include "lang.h" // for getText #include "lang.h" // for getText
#include "options.h" // for options #include "options.h" // for options
#include "param.h" // for param #include "param.h" // for param
#include "screen.h" // for Screen #include "screen.h" // for Screen
#include "section.h" // for SectionOptions, options, SectionName, name #include "section.h" // for Options, options, Name, name
#include "texture.h" // for Texture
struct JA_Music_t; #include "utils.h" // for Param, OptionsController, Color, Param...
struct JA_Music_t; // lines 17-17
// Constructor // Constructor
Title::Title(JA_Music_t *music) Title::Title(JA_Music_t *music)

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@@ -1,24 +1,18 @@
#pragma once #pragma once
#include <SDL2/SDL_events.h> // for SDL_Event
#include <SDL2/SDL_stdinc.h> // for Uint32 #include <SDL2/SDL_stdinc.h> // for Uint32
#include <memory> #include <memory> // for unique_ptr, shared_ptr
#include "define_buttons.h" #include "define_buttons.h" // for DefineButtons
#include "fade.h" #include "fade.h" // for Fade
#include "game_logo.h" #include "game_logo.h" // for GameLogo
#include "text.h" #include "sprite.h" // for Sprite
#include "tiled_bg.h" #include "text.h" // for Text
#include "utils.h" // for Section #include "tiled_bg.h" // for Tiledbg
#include "sprite.h" class Input; // lines 17-17
#include "texture.h" class Screen; // lines 18-18
#include "section.h" class Texture; // lines 20-20
namespace section { enum class Name; }
class Asset; struct JA_Music_t; // lines 21-21
class Input;
class Screen;
class Sprite;
class Texture;
struct JA_Music_t;
// Textos // Textos
constexpr const char TEXT_COPYRIGHT[] = "@2020,2024 JailDesigner"; constexpr const char TEXT_COPYRIGHT[] = "@2020,2024 JailDesigner";

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@@ -1,11 +1,10 @@
#include "utils.h" #include "utils.h"
#include <stdlib.h> // for free, malloc #include <algorithm> // for min, clamp, find_if_not, transform
#include <algorithm> // for max, min #include <cctype> // for tolower, isspace
#include <cctype> // for isspace #include <cmath> // for cos, pow, M_PI
#include <iterator> // for distance #include <compare> // for operator<
#include <cmath> struct JA_Music_t; // lines 7-7
struct JA_Music_t; // lines 3-3 struct JA_Sound_t; // lines 8-8
struct JA_Sound_t; // lines 4-4
// Colores // Colores
const Color bg_color = {0x27, 0x27, 0x36}; const Color bg_color = {0x27, 0x27, 0x36};

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@@ -3,16 +3,19 @@
#include <SDL2/SDL_gamecontroller.h> // for SDL_GameControllerButton #include <SDL2/SDL_gamecontroller.h> // for SDL_GameControllerButton
#include <SDL2/SDL_rect.h> // for SDL_Rect, SDL_Point #include <SDL2/SDL_rect.h> // for SDL_Rect, SDL_Point
#include <SDL2/SDL_render.h> // for SDL_Renderer #include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_stdinc.h> // for Uint8, Uint32 #include <SDL2/SDL_stdinc.h> // for Uint8
#include <stdint.h> // for int32_t #include <stdint.h> // for int32_t
#include <string> // for string, basic_string #include <string> // for string
#include <vector> // for vector #include <vector> // for vector
#include "input.h" // for inputs_e enum class InputType : int;
#include "lang.h" enum class ScreenFilter; // lines 14-14
struct JA_Music_t; enum class ScreenVideoMode; // lines 15-15
struct JA_Sound_t; namespace lang
enum class ScreenFilter; {
enum class ScreenVideoMode; enum class Code : int;
}
struct JA_Music_t; // lines 12-12
struct JA_Sound_t; // lines 13-13
// Dificultad del juego // Dificultad del juego
enum class GameDifficulty enum class GameDifficulty
@@ -35,6 +38,7 @@ struct Circle
struct Color struct Color
{ {
Uint8 r, g, b; Uint8 r, g, b;
constexpr Color(int red = 255, int green = 255, int blue = 255) : r(red), g(green), b(blue) {}
}; };
// Posiciones de las notificaciones // Posiciones de las notificaciones
@@ -47,13 +51,6 @@ enum class NotifyPosition
RIGHT, RIGHT,
}; };
// Estructura para saber la seccion y subseccion del programa
/*struct Section
{
section::Name name;
section::Options options;
};*/
// Estructura para las entradas de la tabla de recirds // Estructura para las entradas de la tabla de recirds
struct HiScoreEntry struct HiScoreEntry
{ {

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@@ -1,4 +1,5 @@
#include "writer.h" #include "writer.h"
#include "text.h" // for Text
// Constructor // Constructor
Writer::Writer(std::shared_ptr<Text> text) Writer::Writer(std::shared_ptr<Text> text)

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@@ -1,8 +1,8 @@
#pragma once #pragma once
#include <string> // for string, basic_string #include <memory> // for shared_ptr
#include <memory> #include <string> // for string
#include "text.h" class Text;
// Clase Writer. Pinta texto en pantalla letra a letra a partir de una cadena y un objeto Text // Clase Writer. Pinta texto en pantalla letra a letra a partir de una cadena y un objeto Text
class Writer class Writer