neteja tidy (29 → 0) i migració JA_* → Ja::
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@@ -271,12 +271,12 @@ void Screen::setBorderColor(Uint8 color) {
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// Captura el contenido actual (borde + juego si el borde está activo, solo juego si no)
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void Screen::captureComposite(std::vector<Uint32>& buffer, int& out_width, int& out_height) const {
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const int GAME_W = static_cast<int>(game_surface_->getWidth());
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const int GAME_H = static_cast<int>(game_surface_->getHeight());
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const int GAME_W = game_surface_->getWidth();
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const int GAME_H = game_surface_->getHeight();
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if (Options::video.border.enabled) {
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const int BORDER_W = static_cast<int>(border_surface_->getWidth());
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const int BORDER_H = static_cast<int>(border_surface_->getHeight());
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const int BORDER_W = border_surface_->getWidth();
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const int BORDER_H = border_surface_->getHeight();
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const int OFF_X = Options::video.border.width;
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const int OFF_Y = Options::video.border.height;
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@@ -35,8 +35,8 @@ auto DissolveSprite::computePixelRank(int col, int row, int frame_h, DissolveDir
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DissolveSprite::DissolveSprite(std::shared_ptr<Surface> surface, SDL_FRect pos)
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: AnimatedSprite(std::move(surface), pos) {
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if (surface_) {
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const int W = static_cast<int>(surface_->getWidth());
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const int H = static_cast<int>(surface_->getHeight());
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const int W = surface_->getWidth();
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const int H = surface_->getHeight();
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surface_display_ = std::make_shared<Surface>(W, H);
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surface_display_->setTransparentColor(surface_->getTransparentColor());
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surface_display_->clear(surface_->getTransparentColor());
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@@ -47,8 +47,8 @@ DissolveSprite::DissolveSprite(std::shared_ptr<Surface> surface, SDL_FRect pos)
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DissolveSprite::DissolveSprite(const AnimationResource& data)
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: AnimatedSprite(data) {
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if (surface_) {
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const int W = static_cast<int>(surface_->getWidth());
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const int H = static_cast<int>(surface_->getHeight());
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const int W = surface_->getWidth();
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const int H = surface_->getHeight();
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surface_display_ = std::make_shared<Surface>(W, H);
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surface_display_->setTransparentColor(surface_->getTransparentColor());
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// Inicialitza tots els píxels com a transparents
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@@ -75,8 +75,8 @@ void DissolveSprite::rebuildDisplaySurface() {
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auto src_data = surface_->getSurfaceData();
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auto dst_data = surface_display_->getSurfaceData();
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const int SRC_W = static_cast<int>(src_data->width);
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const int DST_W = static_cast<int>(dst_data->width);
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const int SRC_W = src_data->width;
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const int DST_W = dst_data->width;
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const Uint8 TRANSPARENT = surface_->getTransparentColor();
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// Esborra frame anterior si ha canviat
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@@ -10,10 +10,10 @@ class Surface; // lines 5-5
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class Sprite {
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public:
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// Constructores
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Sprite(std::shared_ptr<Surface>, float x, float y, float w, float h);
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Sprite(std::shared_ptr<Surface>, SDL_FRect rect);
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Sprite(std::shared_ptr<Surface> surface, float x, float y, float w, float h);
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Sprite(std::shared_ptr<Surface> surface, SDL_FRect rect);
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Sprite();
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explicit Sprite(std::shared_ptr<Surface>);
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explicit Sprite(std::shared_ptr<Surface> surface);
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// Destructor
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virtual ~Sprite() = default;
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@@ -177,7 +177,7 @@ void Surface::fillRect(const SDL_FRect* rect, Uint8 color) { // NOLINT(readabil
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// Rellenar fila a fila con memset (memoria contigua por fila)
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Uint8* data_ptr = surface_data_->data.get();
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const int SURF_WIDTH = surface_data_->width;
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const ptrdiff_t SURF_WIDTH = surface_data_->width;
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const int ROW_WIDTH = static_cast<int>(x_end) - static_cast<int>(x_start);
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for (int y = static_cast<int>(y_start); y < static_cast<int>(y_end); ++y) {
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std::memset(data_ptr + (y * SURF_WIDTH) + static_cast<int>(x_start), color, ROW_WIDTH);
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@@ -194,7 +194,7 @@ void Surface::drawRectBorder(const SDL_FRect* rect, Uint8 color) { // NOLINT(re
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// Dibujar bordes horizontales con memset (líneas contiguas en memoria)
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Uint8* data_ptr = surface_data_->data.get();
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const int SURF_WIDTH = surface_data_->width;
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const ptrdiff_t SURF_WIDTH = surface_data_->width;
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const int ROW_WIDTH = static_cast<int>(x_end) - static_cast<int>(x_start);
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std::memset(data_ptr + (static_cast<int>(y_start) * SURF_WIDTH) + static_cast<int>(x_start), color, ROW_WIDTH);
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std::memset(data_ptr + ((static_cast<int>(y_end) - 1) * SURF_WIDTH) + static_cast<int>(x_start), color, ROW_WIDTH);
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@@ -551,17 +551,17 @@ void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture) { //
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}
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// Convertir `pitch` de bytes a Uint32 (asegurando alineación correcta en hardware)
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int row_stride = pitch / sizeof(Uint32);
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const ptrdiff_t ROW_STRIDE = pitch / sizeof(Uint32);
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// Cachear punteros fuera del bucle para permitir autovectorización SIMD
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const Uint8* src = surface_data_->data.get();
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const Uint32* pal = palette_.data();
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const int WIDTH = surface_data_->width;
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const ptrdiff_t WIDTH = surface_data_->width;
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const int HEIGHT = surface_data_->height;
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for (int y = 0; y < HEIGHT; ++y) {
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const Uint8* src_row = src + (y * WIDTH);
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Uint32* dst_row = pixels + (y * row_stride);
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for (int x = 0; x < WIDTH; ++x) {
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Uint32* dst_row = pixels + (y * ROW_STRIDE);
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for (ptrdiff_t x = 0; x < WIDTH; ++x) {
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dst_row[x] = pal[src_row[x]];
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}
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}
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@@ -600,17 +600,17 @@ void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture, SDL_FR
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throw std::runtime_error("Failed to lock texture: " + std::string(SDL_GetError()));
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}
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int row_stride = pitch / sizeof(Uint32);
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const ptrdiff_t ROW_STRIDE = pitch / sizeof(Uint32);
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// Cachear punteros fuera del bucle para permitir autovectorización SIMD
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const Uint8* src = surface_data_->data.get();
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const Uint32* pal = palette_.data();
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const int WIDTH = surface_data_->width;
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const ptrdiff_t WIDTH = surface_data_->width;
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const int HEIGHT = surface_data_->height;
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for (int y = 0; y < HEIGHT; ++y) {
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const Uint8* src_row = src + (y * WIDTH);
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Uint32* dst_row = pixels + (y * row_stride);
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for (int x = 0; x < WIDTH; ++x) {
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Uint32* dst_row = pixels + (y * ROW_STRIDE);
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for (ptrdiff_t x = 0; x < WIDTH; ++x) {
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dst_row[x] = pal[src_row[x]];
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}
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}
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