fix: resta tidy (60 troballes — empty-catch, widening, branch-clone, etc.)
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@@ -475,13 +475,13 @@ void Screen::textureToRenderer() {
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// Franjas superior e inferior (ancho completo)
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std::fill_n(border_pixel_buffer_.data(), OFF_Y * BORDER_W, border_argb_color_);
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std::fill_n(&border_pixel_buffer_[(OFF_Y + GAME_H) * BORDER_W],
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std::fill_n(&border_pixel_buffer_[static_cast<size_t>(OFF_Y + GAME_H) * BORDER_W],
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(BORDER_H - OFF_Y - GAME_H) * BORDER_W,
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border_argb_color_);
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// Columnas laterales en las filas del área de juego
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for (int y = OFF_Y; y < OFF_Y + GAME_H; ++y) {
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std::fill_n(&border_pixel_buffer_[y * BORDER_W], OFF_X, border_argb_color_);
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std::fill_n(&border_pixel_buffer_[(y * BORDER_W) + OFF_X + GAME_W],
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std::fill_n(&border_pixel_buffer_[static_cast<size_t>(y) * BORDER_W], OFF_X, border_argb_color_);
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std::fill_n(&border_pixel_buffer_[(static_cast<size_t>(y) * BORDER_W) + OFF_X + GAME_W],
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BORDER_W - OFF_X - GAME_W,
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border_argb_color_);
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}
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@@ -494,7 +494,7 @@ void Screen::textureToRenderer() {
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// Overlay del juego sobre el centro del buffer (ambos paths)
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game_surface_->toARGBBuffer(game_pixel_buffer_.data());
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for (int y = 0; y < GAME_H; ++y) {
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const Uint32* src = &game_pixel_buffer_[y * GAME_W];
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const Uint32* src = &game_pixel_buffer_[static_cast<size_t>(y) * GAME_W];
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Uint32* dst = &border_pixel_buffer_[((OFF_Y + y) * BORDER_W) + OFF_X];
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std::memcpy(dst, src, GAME_W * sizeof(Uint32));
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}
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