clang-tidy
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@@ -170,9 +170,8 @@ void Credits::fillTextTexture() {
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const int TEXTS_HEIGHT = 1 * text->getCharacterSize() + 8 * SPACE_POST_TITLE + 3 * SPACE_PRE_TITLE;
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credits_rect_dst_.h = credits_rect_src_.h = TEXTS_HEIGHT;
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int y = (param.game.height - TEXTS_HEIGHT) / 2;
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// PROGRAMMED_AND_DESIGNED_BY
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y = 0;
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int y = 0;
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text_grad->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(0), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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@@ -259,7 +258,7 @@ void Credits::fillCanvas() {
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// SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0xFF, 0, 0, 0xFF);
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const Color COLOR = color_.LIGHTEN();
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), COLOR.r, COLOR.g, COLOR.b, 0xFF);
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SDL_RenderRect(Screen::get()->getRenderer(), &red_rect);
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SDL_RenderRect(Screen::get()->getRenderer(), &border_rect_);
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// Si el mini_logo está en su destino, lo dibuja encima de lo anterior
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if (mini_logo_on_position_) {
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@@ -408,10 +407,10 @@ void Credits::updateBlackRects() {
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// Actualiza el rectangulo rojo
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void Credits::updateRedRect() {
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red_rect.x = left_black_rect_.x + left_black_rect_.w;
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red_rect.y = top_black_rect_.y + top_black_rect_.h - 1;
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red_rect.w = right_black_rect_.x - red_rect.x;
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red_rect.h = bottom_black_rect_.y - red_rect.y + 1;
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border_rect_.x = left_black_rect_.x + left_black_rect_.w;
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border_rect_.y = top_black_rect_.y + top_black_rect_.h - 1;
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border_rect_.w = right_black_rect_.x - border_rect_.x;
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border_rect_.h = bottom_black_rect_.y - border_rect_.y + 1;
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}
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// Actualiza el estado de fade
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