linters
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@@ -177,10 +177,10 @@ 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 = static_cast<int>(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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const auto SURF_WIDTH = static_cast<size_t>(surface_data_->width);
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const auto ROW_WIDTH = static_cast<size_t>(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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std::memset(data_ptr + (static_cast<size_t>(y) * SURF_WIDTH) + static_cast<size_t>(x_start), color, ROW_WIDTH);
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}
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}
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@@ -194,10 +194,10 @@ 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 = static_cast<int>(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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const auto SURF_WIDTH = static_cast<size_t>(surface_data_->width);
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const auto ROW_WIDTH = static_cast<size_t>(static_cast<int>(x_end) - static_cast<int>(x_start));
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std::memset(data_ptr + (static_cast<size_t>(y_start) * SURF_WIDTH) + static_cast<size_t>(x_start), color, ROW_WIDTH);
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std::memset(data_ptr + ((static_cast<size_t>(y_end) - 1) * SURF_WIDTH) + static_cast<size_t>(x_start), color, ROW_WIDTH);
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// Dibujar bordes verticales
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for (int y = y_start; y < y_end; ++y) {
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@@ -295,8 +295,8 @@ void Surface::render(int x, int y, SDL_FRect* src_rect, SDL_FlipMode flip) { //
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float h = (src_rect != nullptr) ? src_rect->h : surface_data_->height;
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// Guardar dimensiones originales antes del clipping (necesarias para flip)
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float orig_w = (src_rect != nullptr) ? src_rect->w : static_cast<float>(surface_data_->width);
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float orig_h = (src_rect != nullptr) ? src_rect->h : static_cast<float>(surface_data_->height);
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float orig_w = (src_rect != nullptr) ? src_rect->w : surface_data_->width;
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float orig_h = (src_rect != nullptr) ? src_rect->h : surface_data_->height;
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// Limitar la región para evitar accesos fuera de rango en origen
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w = std::min(w, surface_data_->width - sx);
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@@ -467,7 +467,7 @@ static auto computeFadeDensity(int screen_y, int fade_h, int canvas_height) -> f
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}
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// Render amb dissolució als cantons superior/inferior (hash 2D, sense parpelleig)
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void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, SDL_FRect* src_rect) const {
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void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, const SDL_FRect* src_rect) const {
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// Aplicar render offset
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x += Screen::get()->getRenderOffsetX();
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y += Screen::get()->getRenderOffsetY();
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@@ -508,7 +508,7 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
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}
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// Idem però reemplaçant un color índex
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void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, Uint8 source_color, Uint8 target_color, SDL_FRect* src_rect) const {
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void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, Uint8 source_color, Uint8 target_color, const SDL_FRect* src_rect) const {
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// Aplicar render offset
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x += Screen::get()->getRenderOffsetX();
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y += Screen::get()->getRenderOffsetY();
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@@ -599,8 +599,8 @@ void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture) { //
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const int 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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const Uint8* src_row = src + (static_cast<size_t>(y) * static_cast<size_t>(WIDTH));
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Uint32* dst_row = pixels + (static_cast<size_t>(y) * static_cast<size_t>(row_stride));
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for (int x = 0; x < WIDTH; ++x) {
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dst_row[x] = pal[src_row[x]];
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}
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@@ -648,8 +648,8 @@ void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture, SDL_FR
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const int 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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const Uint8* src_row = src + (static_cast<size_t>(y) * static_cast<size_t>(WIDTH));
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Uint32* dst_row = pixels + (static_cast<size_t>(y) * static_cast<size_t>(row_stride));
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for (int x = 0; x < WIDTH; ++x) {
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dst_row[x] = pal[src_row[x]];
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}
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