clang-tidy readability
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@@ -86,7 +86,7 @@ void Fade::update() {
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case FadeType::CENTER: {
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// Dibuja sobre el backbuffer_
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auto temp = SDL_GetRenderTarget(renderer_);
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auto *temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
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@@ -115,7 +115,7 @@ void Fade::update() {
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case FadeType::RANDOM_SQUARE: {
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if (counter_ % fade_random_squares_delay_ == 0) {
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// Cambia el renderizador al backbuffer_ y modifica sus opciones
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auto temp = SDL_GetRenderTarget(renderer_);
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auto *temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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SDL_BlendMode blend_mode;
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SDL_GetRenderDrawBlendMode(renderer_, &blend_mode);
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@@ -134,7 +134,7 @@ void Fade::update() {
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SDL_SetRenderTarget(renderer_, temp);
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}
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value_ = calculateValue(0, static_cast<int>(num_squares_width_ * num_squares_height_), static_cast<int>(counter_ * fade_random_squares_mult_ / fade_random_squares_delay_));
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value_ = calculateValue(0, (num_squares_width_ * num_squares_height_), (counter_ * fade_random_squares_mult_ / fade_random_squares_delay_));
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// Comprueba si ha terminado
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if (counter_ * fade_random_squares_mult_ / fade_random_squares_delay_ >= num_squares_width_ * num_squares_height_) {
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@@ -148,7 +148,7 @@ void Fade::update() {
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// Counter debe ir de 0 a 150 <-- comprobar si esto es aún cierto
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if (square_.back().h < param.fade.venetian_size) {
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// Dibuja sobre el backbuffer_
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auto temp = SDL_GetRenderTarget(renderer_);
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auto *temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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SDL_BlendMode blend_mode;
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SDL_GetRenderDrawBlendMode(renderer_, &blend_mode);
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@@ -223,8 +223,8 @@ void Fade::activate() {
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}
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case FadeType::CENTER: {
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rect1_ = {0, 0, static_cast<float>(param.game.width), 0};
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rect2_ = {0, 0, static_cast<float>(param.game.width), 0};
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rect1_ = {0, 0, param.game.width, 0};
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rect2_ = {0, 0, param.game.width, 0};
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a_ = 64;
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break;
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}
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@@ -270,7 +270,7 @@ void Fade::activate() {
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// Añade los cuadrados al vector
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square_.clear();
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rect1_ = {0, 0, static_cast<float>(param.game.width), 0};
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rect1_ = {0, 0, param.game.width, 0};
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const int MAX = param.game.height / param.fade.venetian_size;
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for (int i = 0; i < MAX; ++i) {
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@@ -300,7 +300,7 @@ void Fade::setColor(Color color) {
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// Limpia el backbuffer
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void Fade::cleanBackbuffer(Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
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// Dibujamos sobre el backbuffer_
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auto temp = SDL_GetRenderTarget(renderer_);
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auto *temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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// Pintamos la textura con el color del fade
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