clang-tidy readability

This commit is contained in:
2025-07-20 14:56:00 +02:00
parent f5245273a1
commit ca99f7be34
57 changed files with 623 additions and 557 deletions

View File

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