clang-tidy readability
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@@ -113,7 +113,7 @@ void Instructions::fillTexture() {
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const int DESP_X = param.game.item_size + 8;
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// Modifica el renderizador para pintar en la textura
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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_, texture_);
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// Limpia la textura
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@@ -128,9 +128,9 @@ void Instructions::fillTexture() {
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constexpr int SPACE_POST_HEADER = 20;
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constexpr int SPACE_PRE_HEADER = 28;
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const int SPACE_BETWEEN_LINES = text_->getCharacterSize() * 1.5f;
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const int SPACE_BETWEEN_LINES = text_->getCharacterSize() * 1.5F;
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const int SPACE_BETWEEN_ITEM_LINES = param.game.item_size + item_space_;
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const int SPACE_NEW_PARAGRAPH = SPACE_BETWEEN_LINES * 0.5f;
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const int SPACE_NEW_PARAGRAPH = SPACE_BETWEEN_LINES * 0.5F;
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const int SIZE = (NUM_LINES * SPACE_BETWEEN_LINES) + (NUM_ITEM_LINES * SPACE_BETWEEN_ITEM_LINES) + (NUM_POST_HEADERS * SPACE_POST_HEADER) + (NUM_PRE_HEADERS * SPACE_PRE_HEADER) + (SPACE_NEW_PARAGRAPH);
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const int FIRST_LINE = (param.game.height - SIZE) / 2;
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@@ -182,7 +182,7 @@ void Instructions::fillTexture() {
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// Rellena el backbuffer
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void Instructions::fillBackbuffer() {
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// Modifica el renderizador para pintar en la textura
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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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// Limpia la textura
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@@ -242,10 +242,11 @@ void Instructions::render() {
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tiled_bg_->render();
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// Copia la textura y el backbuffer al renderizador
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if (view_.y == 0)
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if (view_.y == 0) {
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renderLines(renderer_, backbuffer_, lines_);
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else
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} else {
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SDL_RenderTexture(renderer_, backbuffer_, nullptr, &view_);
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}
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fade_->render();
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@@ -283,7 +284,7 @@ auto Instructions::initializeLines(int height) -> std::vector<Line> {
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std::vector<Line> lines;
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for (int y = 0; y < height; y++) {
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int direction = (y % 2 == 0) ? -1 : 1; // Pares a la izquierda, impares a la derecha
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lines.emplace_back(y, 0.0f, direction);
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lines.emplace_back(y, 0.0F, direction);
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}
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return lines;
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}
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@@ -299,7 +300,7 @@ auto Instructions::moveLines(std::vector<Line> &lines, int width, float duration
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line.start_time = current_time + line.y * start_delay;
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}
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float elapsed_time = (current_time - line.start_time) / 1000.0f; // Convertir a segundos
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float elapsed_time = (current_time - line.start_time) / 1000.0F; // Convertir a segundos
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if (elapsed_time < 0) {
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all_lines_off_screen = false; // Si aún no se debe mover esta línea, no están todas fuera de pantalla
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continue;
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@@ -329,7 +330,7 @@ void Instructions::renderLines(SDL_Renderer *renderer, SDL_Texture *texture, con
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// Gestiona la textura con los graficos
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void Instructions::updateBackbuffer() {
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// Establece la ventana del backbuffer
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view_.y = std::max(0.0f, param.game.height - counter_ + 100);
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view_.y = std::max(0.0F, param.game.height - counter_ + 100);
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// Verifica si view_.y == 0 y gestiona el temporizador
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if (view_.y == 0) {
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@@ -339,7 +340,7 @@ void Instructions::updateBackbuffer() {
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start_delay_time_ = SDL_GetTicks();
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} else if (SDL_GetTicks() - start_delay_time_ >= 4000) {
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// Han pasado tres segundos, mover líneas
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all_lines_off_screen_ = moveLines(lines_, 320, 1.0f, 5);
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all_lines_off_screen_ = moveLines(lines_, 320, 1.0F, 5);
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}
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}
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