jugant amb clang-tidy

This commit is contained in:
2025-07-19 22:38:01 +02:00
parent 1d3fd79a9e
commit a7ef29b750
28 changed files with 735 additions and 734 deletions

View File

@@ -213,8 +213,8 @@ void Scoreboard::fillPanelTextures() {
// HI-SCORE
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 4"), 1, text_color1_);
const std::string name = hi_score_name_ == "" ? "" : hi_score_name_ + " - ";
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y, name + updateScoreText(hi_score_), 1, text_color2_);
const std::string NAME = hi_score_name_ == "" ? "" : hi_score_name_ + " - ";
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y, NAME + updateScoreText(hi_score_), 1, text_color2_);
break;
}
@@ -242,18 +242,18 @@ void Scoreboard::fillPanelTextures() {
// Recorre todos los slots de letras del nombre
for (size_t j = 0; j < NAME_SIZE; ++j) {
// Selecciona el color
const Color color = j < selector_pos_[i] ? text_color2_ : text_color1_;
const Color COLOR = j < selector_pos_[i] ? text_color2_ : text_color1_;
if (j != selector_pos_[i] || time_counter_ % 3 == 0) {
// Dibuja la linea
if (j >= selector_pos_[i]) {
SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 255);
SDL_SetRenderDrawColor(renderer_, COLOR.r, COLOR.g, COLOR.b, 255);
SDL_RenderLine(renderer_, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
}
// Dibuja la letra
if (j < record_name_[i].size()) {
text_scoreboard_->writeColored(rect.x, rect.y, record_name_[i].substr(j, 1), color);
text_scoreboard_->writeColored(rect.x, rect.y, record_name_[i].substr(j, 1), COLOR);
}
}
rect.x += 7;
@@ -323,11 +323,11 @@ void Scoreboard::fillBackgroundTexture() {
// Recalcula las anclas de los elementos
void Scoreboard::recalculateAnchors() {
// Recalcula la posición y el tamaño de los paneles
const float panel_width = (float)rect_.w / (float)SCOREBOARD_MAX_PANELS;
const float PANEL_WIDTH = (float)rect_.w / (float)SCOREBOARD_MAX_PANELS;
for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i) {
panel_[i].pos.x = roundf(panel_width * i);
panel_[i].pos.x = roundf(PANEL_WIDTH * i);
panel_[i].pos.y = 0;
panel_[i].pos.w = roundf(panel_width * (i + 1)) - panel_[i].pos.x;
panel_[i].pos.w = roundf(PANEL_WIDTH * (i + 1)) - panel_[i].pos.x;
panel_[i].pos.h = rect_.h;
}
@@ -342,7 +342,7 @@ void Scoreboard::recalculateAnchors() {
const float ROW4 = 1 + (ROW_SIZE * 3) + (TEXT_HEIGHT / 2) - 3;
// Columna
const float COL = panel_width / 2;
const float COL = PANEL_WIDTH / 2;
// Slots de 4
slot4_1_ = {COL, ROW1};
@@ -351,8 +351,8 @@ void Scoreboard::recalculateAnchors() {
slot4_4_ = {COL, ROW4};
// Primer cuadrado para poner el nombre de record
const int enter_name_lenght = text_scoreboard_->lenght(std::string(NAME_SIZE, 'A'));
enter_name_pos_.x = COL - (enter_name_lenght / 2);
const int ENTER_NAME_LENGHT = text_scoreboard_->lenght(std::string(NAME_SIZE, 'A'));
enter_name_pos_.x = COL - (ENTER_NAME_LENGHT / 2);
enter_name_pos_.y = ROW4;
// Recoloca los sprites