clang-tidy (amb el fuck de que no feien bona parella el clang de macos i el tidy de llvm)

This commit is contained in:
2026-03-23 12:03:07 +01:00
parent 3ca744ee46
commit a1d17ccf99
72 changed files with 487 additions and 484 deletions

View File

@@ -311,13 +311,13 @@ void Intro::initSprites() {
// Pone color en el marco de la textura
auto color = param.intro.card_color;
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, color.a);
SDL_FRect rect1 = {1, 0, CARD_WIDTH - 2, CARD_HEIGHT};
SDL_FRect rect2 = {0, 1, CARD_WIDTH, CARD_HEIGHT - 2};
SDL_FRect rect1 = {.x = 1, .y = 0, .w = CARD_WIDTH - 2, .h = CARD_HEIGHT};
SDL_FRect rect2 = {.x = 0, .y = 1, .w = CARD_WIDTH, .h = CARD_HEIGHT - 2};
SDL_RenderRect(Screen::get()->getRenderer(), &rect1);
SDL_RenderRect(Screen::get()->getRenderer(), &rect2);
// Copia la textura con la imagen dentro del marco
SDL_FRect dest = {BORDER, BORDER, CARD_WIDTH - (BORDER * 2), CARD_HEIGHT - (BORDER * 2)};
SDL_FRect dest = {.x = BORDER, .y = BORDER, .w = CARD_WIDTH - (BORDER * 2), .h = CARD_HEIGHT - (BORDER * 2)};
SDL_RenderTexture(Screen::get()->getRenderer(), Resource::get()->getTexture(TEXTURE_LIST.at(i))->getSDLTexture(), nullptr, &dest);
// Deja el renderizador como estaba y añade la textura a la lista
@@ -366,8 +366,8 @@ void Intro::initSprites() {
// Dibuja la sombra sobre la textura
auto shadow_color = param.intro.shadow_color;
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), shadow_color.r, shadow_color.g, shadow_color.b, Color::MAX_ALPHA_VALUE);
SDL_FRect rect1 = {1, 0, SHADOW_SPRITE_WIDTH - 2, SHADOW_SPRITE_HEIGHT};
SDL_FRect rect2 = {0, 1, SHADOW_SPRITE_WIDTH, SHADOW_SPRITE_HEIGHT - 2};
SDL_FRect rect1 = {.x = 1, .y = 0, .w = SHADOW_SPRITE_WIDTH - 2, .h = SHADOW_SPRITE_HEIGHT};
SDL_FRect rect2 = {.x = 0, .y = 1, .w = SHADOW_SPRITE_WIDTH, .h = SHADOW_SPRITE_HEIGHT - 2};
SDL_RenderFillRect(Screen::get()->getRenderer(), &rect1);
SDL_RenderFillRect(Screen::get()->getRenderer(), &rect2);
@@ -522,7 +522,7 @@ void Intro::updatePostState() {
void Intro::renderTextRect() {
static const float HEIGHT = Resource::get()->getText("04b_25_metal")->getCharacterSize();
static SDL_FRect rect_ = {0.0F, param.game.height - param.intro.text_distance_from_bottom - HEIGHT, param.game.width, HEIGHT * 3};
static SDL_FRect rect_ = {.x = 0.0F, .y = param.game.height - param.intro.text_distance_from_bottom - HEIGHT, .w = param.game.width, .h = HEIGHT * 3};
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), param.intro.shadow_color.r, param.intro.shadow_color.g, param.intro.shadow_color.b, param.intro.shadow_color.a);
SDL_RenderFillRect(Screen::get()->getRenderer(), &rect_);
}