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@@ -18,16 +18,16 @@ struct JA_Music_t; // lines 17-17
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struct JA_Sound_t; // lines 18-18
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// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
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Resource* Resource::resource_ = nullptr;
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Resource* Resource::resource = nullptr;
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// [SINGLETON] Crearemos el objeto screen con esta función estática
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void Resource::init() { Resource::resource_ = new Resource(); }
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void Resource::init() { Resource::resource = new Resource(); }
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// [SINGLETON] Destruiremos el objeto screen con esta función estática
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void Resource::destroy() { delete Resource::resource_; }
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void Resource::destroy() { delete Resource::resource; }
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// [SINGLETON] Con este método obtenemos el objeto screen y podemos trabajar con él
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Resource* Resource::get() { return Resource::resource_; }
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Resource* Resource::get() { return Resource::resource; }
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// Constructor
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Resource::Resource() { load(); }
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@@ -155,7 +155,7 @@ std::vector<int>& Resource::getTileMap(const std::string& name) {
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auto it = std::find_if(tile_maps_.begin(), tile_maps_.end(), [&name](const auto& t) { return t.name == name; });
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if (it != tile_maps_.end()) {
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return it->tileMap;
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return it->tile_map;
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}
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std::cerr << "Error: Mapa de tiles no encontrado " << name << std::endl;
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@@ -300,14 +300,14 @@ void Resource::loadRooms() {
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void Resource::createText() {
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struct ResourceInfo {
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std::string key; // Identificador del recurso
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std::string textureFile; // Nombre del archivo de textura
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std::string textFile; // Nombre del archivo de texto
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std::string texture_file; // Nombre del archivo de textura
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std::string text_file; // Nombre del archivo de texto
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// Constructor para facilitar la creación de objetos ResourceInfo
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ResourceInfo(const std::string& k, const std::string& tFile, const std::string& txtFile)
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ResourceInfo(const std::string& k, const std::string& t_file, const std::string& txt_file)
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: key(k),
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textureFile(tFile),
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textFile(txtFile) {}
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texture_file(t_file),
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text_file(txt_file) {}
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};
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std::cout << "\n>> CREATING TEXT_OBJECTS" << std::endl;
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@@ -320,7 +320,7 @@ void Resource::createText() {
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{"8bithud", "8bithud.gif", "8bithud.txt"}};
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for (const auto& resource : resources) {
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texts_.emplace_back(ResourceText(resource.key, std::make_shared<Text>(getSurface(resource.textureFile), getTextFile(resource.textFile))));
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texts_.emplace_back(ResourceText(resource.key, std::make_shared<Text>(getSurface(resource.texture_file), getTextFile(resource.text_file))));
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printWithDots("Text : ", resource.key, "[ DONE ]");
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}
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}
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@@ -329,7 +329,7 @@ void Resource::createText() {
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void Resource::clearSounds() {
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// Itera sobre el vector y libera los recursos asociados a cada JA_Sound_t
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for (auto& sound : sounds_) {
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if (sound.sound) {
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if (sound.sound != nullptr) {
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JA_DeleteSound(sound.sound);
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sound.sound = nullptr;
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}
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@@ -341,7 +341,7 @@ void Resource::clearSounds() {
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void Resource::clearMusics() {
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// Itera sobre el vector y libera los recursos asociados a cada JA_Music_t
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for (auto& music : musics_) {
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if (music.music) {
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if (music.music != nullptr) {
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JA_DeleteMusic(music.music);
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music.music = nullptr;
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}
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@@ -351,7 +351,7 @@ void Resource::clearMusics() {
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// Calcula el numero de recursos para cargar
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void Resource::calculateTotal() {
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std::vector<AssetType> assetTypes = {
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std::vector<AssetType> asset_types = {
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AssetType::SOUND,
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AssetType::MUSIC,
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AssetType::BITMAP,
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@@ -362,8 +362,8 @@ void Resource::calculateTotal() {
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AssetType::ROOM};
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size_t total = 0;
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for (const auto& assetType : assetTypes) {
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auto list = Asset::get()->getListByType(assetType);
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for (const auto& asset_type : asset_types) {
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auto list = Asset::get()->getListByType(asset_type);
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total += list.size();
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}
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@@ -375,17 +375,17 @@ void Resource::renderProgress() {
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constexpr float X_PADDING = 10;
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constexpr float Y_PADDING = 10;
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constexpr float BAR_HEIGHT = 10;
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const float bar_position = Options::game.height - BAR_HEIGHT - Y_PADDING;
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const float BAR_POSITION = Options::game.height - BAR_HEIGHT - Y_PADDING;
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Screen::get()->start();
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Screen::get()->clearSurface(static_cast<Uint8>(PaletteColor::BLACK));
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auto surface = Screen::get()->getRendererSurface();
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const float WIRED_BAR_WIDTH = Options::game.width - (X_PADDING * 2);
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SDL_FRect rect_wired = {X_PADDING, bar_position, WIRED_BAR_WIDTH, X_PADDING};
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SDL_FRect rect_wired = {X_PADDING, BAR_POSITION, WIRED_BAR_WIDTH, X_PADDING};
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surface->drawRectBorder(&rect_wired, static_cast<Uint8>(PaletteColor::WHITE));
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const float FULL_BAR_WIDTH = WIRED_BAR_WIDTH * count_.getPercentage();
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SDL_FRect rect_full = {X_PADDING, bar_position, FULL_BAR_WIDTH, X_PADDING};
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SDL_FRect rect_full = {X_PADDING, BAR_POSITION, FULL_BAR_WIDTH, X_PADDING};
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surface->fillRect(&rect_full, static_cast<Uint8>(PaletteColor::WHITE));
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Screen::get()->render();
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