Commitet pa valgrind, he aprofitat i posat mes make_unique i enum class

This commit is contained in:
2024-10-07 10:49:29 +02:00
parent 4f0ea9dcf2
commit cffa4c3c92
8 changed files with 105 additions and 107 deletions

View File

@@ -1,17 +1,14 @@
#include "fade.h"
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND, SDL_BLENDMODE_NONE
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <stdlib.h> // for rand
#include <algorithm> // for min, max
#include "param.h" // for param
#include "utils.h" // for param_t, paramGame_t, paramFade_t
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND, SDL_BLENDMODE_NONE
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <stdlib.h> // for rand
#include <algorithm> // for min, max
#include "param.h" // for param
#include "utils.h" // for param_t, paramGame_t, paramFade_t
// Constructor
Fade::Fade(SDL_Renderer *renderer)
Fade::Fade(SDL_Renderer *renderer) : renderer(renderer)
{
// Copia punteros y objetos
this->renderer = renderer;
// Crea la textura donde dibujar el fade
backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
SDL_SetTextureBlendMode(backbuffer, SDL_BLENDMODE_BLEND);
@@ -30,8 +27,8 @@ Fade::~Fade()
// Inicializa las variables
void Fade::init()
{
type = FADE_CENTER;
mode = FADE_OUT;
type = fadeType::CENTER;
mode = fadeMode::OUT;
enabled = false;
finished = false;
counter = 0;
@@ -70,13 +67,10 @@ void Fade::update()
{
switch (type)
{
case FADE_FULLSCREEN:
case fadeType::FULLSCREEN:
{
// Modifica la transparencia de la
if (mode == FADE_OUT)
a = std::min(counter * 4, 255);
else
a = 255 - std::min(counter * 4, 255);
// Modifica la transparencia
a = mode == fadeMode::OUT ? std::min(counter * 4, 255) : 255 - std::min(counter * 4, 255);
SDL_SetTextureAlphaMod(backbuffer, a);
@@ -89,10 +83,10 @@ void Fade::update()
break;
}
case FADE_CENTER:
case fadeType::CENTER:
{
// Dibuja sobre el backbuffer
SDL_Texture *temp = SDL_GetRenderTarget(renderer);
auto *temp = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, backbuffer);
SDL_SetRenderDrawColor(renderer, r, g, b, a);
@@ -118,12 +112,12 @@ void Fade::update()
break;
}
case FADE_RANDOM_SQUARE:
case fadeType::RANDOM_SQUARE:
{
if (counter % fadeRandomSquaresDelay == 0)
{
// Dibuja sobre el backbuffer
SDL_Texture *temp = SDL_GetRenderTarget(renderer);
auto *temp = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, backbuffer);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
@@ -152,13 +146,13 @@ void Fade::update()
break;
}
case FADE_VENETIAN:
case fadeType::VENETIAN:
{
// Counter debe ir de 0 a 150
if (square.back().h < param.fade.venetianSize)
{
// Dibuja sobre el backbuffer
SDL_Texture *temp = SDL_GetRenderTarget(renderer);
auto *temp = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, backbuffer);
SDL_SetRenderDrawColor(renderer, r, g, b, a);
@@ -170,11 +164,11 @@ void Fade::update()
// Deja el renderizador como estaba
SDL_SetRenderTarget(renderer, temp);
const Uint8 h = counter / 3;
const auto h = counter / 3;
for (int i = 0; i < (int)square.size(); ++i)
{
// A partir del segundo rectangulo se pinta en función del anterior
i == 0 ? square[i].h = h : square[i].h = std::max(square[i - 1].h - 3, 0);
square[i].h = i == 0 ? h : std::max(square[i - 1].h - 3, 0);
}
}
else
@@ -215,14 +209,14 @@ void Fade::activate()
switch (type)
{
case FADE_FULLSCREEN:
case fadeType::FULLSCREEN:
{
// Pinta el backbuffer de color sólido
cleanBackbuffer(r, g, b, 255);
break;
}
case FADE_CENTER:
case fadeType::CENTER:
{
rect1 = {0, 0, param.game.width, 0};
rect2 = {0, 0, param.game.width, 0};
@@ -230,7 +224,7 @@ void Fade::activate()
break;
}
case FADE_RANDOM_SQUARE:
case fadeType::RANDOM_SQUARE:
{
rect1 = {0, 0, param.game.width / numSquaresWidth, param.game.height / numSquaresHeight};
square.clear();
@@ -244,10 +238,10 @@ void Fade::activate()
}
// Desordena el vector de cuadrados
int num = numSquaresWidth * numSquaresHeight;
auto num = numSquaresWidth * numSquaresHeight;
while (num > 1)
{
int num_arreu = rand() % num;
auto num_arreu = rand() % num;
SDL_Rect temp = square[num_arreu];
square[num_arreu] = square[num - 1];
square[num - 1] = temp;
@@ -255,20 +249,20 @@ void Fade::activate()
}
// Limpia la textura
SDL_Texture *temp = SDL_GetRenderTarget(renderer);
auto *temp = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, backbuffer);
a = mode == FADE_OUT ? 0 : 255;
a = mode == fadeMode::OUT ? 0 : 255;
SDL_SetRenderDrawColor(renderer, r, g, b, a);
SDL_RenderClear(renderer);
SDL_SetRenderTarget(renderer, temp);
// Deja el color listo para usar
a = mode == FADE_OUT ? 255 : 0;
a = mode == fadeMode::OUT ? 255 : 0;
break;
}
case FADE_VENETIAN:
case fadeType::VENETIAN:
{
cleanBackbuffer(0, 0, 0, 0);
rect1 = {0, 0, param.game.width, 0};
@@ -290,26 +284,26 @@ void Fade::activate()
}
// Comprueba si está activo
bool Fade::isEnabled()
bool Fade::isEnabled() const
{
return enabled;
}
// Comprueba si ha terminado la transicion
bool Fade::hasEnded()
bool Fade::hasEnded() const
{
// Ha terminado cuando ha finalizado la transición y se ha deshabilitado
return !enabled && finished;
}
// Establece el tipo de fade
void Fade::setType(Uint8 type)
void Fade::setType(fadeType type)
{
this->type = type;
}
// Establece el modo de fade
void Fade::setMode(Uint8 mode)
void Fade::setMode(fadeMode mode)
{
this->mode = mode;
}
@@ -329,10 +323,10 @@ void Fade::setPost(int value)
}
// Limpia el backbuffer
void Fade::cleanBackbuffer(int r, int g, int b, int a)
void Fade::cleanBackbuffer(Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
// Dibujamos sobre el backbuffer
SDL_Texture *temp = SDL_GetRenderTarget(renderer);
auto *temp = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, backbuffer);
// Pintamos la textura con el color del fade