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