Mes recomanacions de cppcheck
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@@ -34,13 +34,21 @@ Scoreboard *Scoreboard::get()
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// Constructor
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Scoreboard::Scoreboard(SDL_Renderer *renderer)
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: renderer_(renderer)
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: renderer_(renderer),
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game_power_meter_texture_(std::make_shared<Texture>(renderer, Asset::get()->get("game_power_meter.png"))),
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power_meter_sprite_(std::make_unique<Sprite>(game_power_meter_texture_)),
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text_scoreboard_(std::make_unique<Text>(Asset::get()->get("8bithud.png"), Asset::get()->get("8bithud.txt"), renderer)),
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stage_(1),
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hi_score_(0),
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power_(0),
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hi_score_name_(std::string()),
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color_({0, 0, 0}),
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rect_({0, 0, 320, 40}),
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ticks_(SDL_GetTicks()),
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counter_(0)
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{
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// Inicializa punteros
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game_power_meter_texture_ = nullptr;
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power_meter_sprite_ = nullptr;
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text_scoreboard_ = nullptr;
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// Inicializa variables
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for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
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{
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@@ -51,25 +59,14 @@ Scoreboard::Scoreboard(SDL_Renderer *renderer)
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mult_[i] = 0;
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continue_counter_[i] = 0;
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}
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stage_ = 1;
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hi_score_ = 0;
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power_ = 0;
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hi_score_name_.clear();
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color_ = {0, 0, 0};
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rect_ = {0, 0, 320, 40};
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panel_[SCOREBOARD_LEFT_PANEL].mode = ScoreboardMode::SCORE;
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panel_[SCOREBOARD_RIGHT_PANEL].mode = ScoreboardMode::SCORE;
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panel_[SCOREBOARD_CENTER_PANEL].mode = ScoreboardMode::STAGE_INFO;
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ticks_ = SDL_GetTicks();
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counter_ = 0;
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// Recalcula las anclas de los elementos
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recalculateAnchors();
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// Crea objetos
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game_power_meter_texture_ = std::make_shared<Texture>(renderer_, Asset::get()->get("game_power_meter.png"));
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power_meter_sprite_ = std::make_unique<Sprite>(slot4_2_.x - 20, slot4_2_.y, 40, 7, game_power_meter_texture_);
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text_scoreboard_ = std::make_unique<Text>(Asset::get()->get("8bithud.png"), Asset::get()->get("8bithud.txt"), renderer_);
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power_meter_sprite_->setPos({slot4_2_.x - 20, slot4_2_.y, 40, 7});
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// Crea la textura de fondo
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background_ = nullptr;
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@@ -130,13 +127,13 @@ void Scoreboard::render()
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}
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// Establece el valor de la variable
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void Scoreboard::setName(int panel_, std::string name_)
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void Scoreboard::setName(int panel_, const std::string &name_)
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{
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this->name_[panel_] = name_;
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}
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// Establece el valor de la variable
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void Scoreboard::setRecordName(int panel_, std::string record_name_)
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void Scoreboard::setRecordName(int panel_, const std::string &record_name_)
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{
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this->record_name_[panel_] = record_name_;
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}
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@@ -184,7 +181,7 @@ void Scoreboard::setPower(float power_)
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}
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// Establece el valor de la variable
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void Scoreboard::setHiScoreName(std::string name_)
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void Scoreboard::setHiScoreName(const std::string &name_)
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{
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hi_score_name_ = name_;
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}
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@@ -323,7 +320,7 @@ void Scoreboard::fillPanelTextures()
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// ENTER NAME
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText(106));
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SDL_Rect rect_ = {enter_name_pos_.x, enter_name_pos_.y, 5, 7};
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SDL_Rect rect = {enter_name_pos_.x, enter_name_pos_.y, 5, 7};
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SDL_SetRenderDrawColor(renderer_, 0xFF, 0xFF, 0xEB, 255);
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for (int j = 0; j < (int)record_name_[i].size(); ++j)
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{
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@@ -331,16 +328,16 @@ void Scoreboard::fillPanelTextures()
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{ // La letra seleccionada se pinta de forma intermitente
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if (counter_ % 3 > 0)
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{
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SDL_RenderDrawLine(renderer_, rect_.x, rect_.y + rect_.h, rect_.x + rect_.w, rect_.y + rect_.h);
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text_scoreboard_->write(rect_.x, rect_.y, record_name_[i].substr(j, 1));
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SDL_RenderDrawLine(renderer_, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
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text_scoreboard_->write(rect.x, rect.y, record_name_[i].substr(j, 1));
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}
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}
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else
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{
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SDL_RenderDrawLine(renderer_, rect_.x, rect_.y + rect_.h, rect_.x + rect_.w, rect_.y + rect_.h);
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text_scoreboard_->write(rect_.x, rect_.y, record_name_[i].substr(j, 1));
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SDL_RenderDrawLine(renderer_, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
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text_scoreboard_->write(rect.x, rect.y, record_name_[i].substr(j, 1));
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}
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rect_.x += 7;
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rect.x += 7;
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}
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break;
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}
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