forked from jaildesigner-jailgames/jaildoctors_dilemma
clang-format
clang-tidy (macos)
This commit is contained in:
@@ -14,7 +14,7 @@
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Input* Input::instance = nullptr;
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// Inicializa la instancia única del singleton
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void Input::init(const std::string& game_controller_db_path) {
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void Input::init(const std::string& game_controller_db_path) { // NOLINT(readability-convert-member-functions-to-static)
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Input::instance = new Input(game_controller_db_path);
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}
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@@ -69,7 +69,7 @@ void Input::applyKeyboardBindingsFromOptions() {
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}
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// Aplica configuración de botones del gamepad desde Options al primer gamepad conectado
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void Input::applyGamepadBindingsFromOptions() {
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void Input::applyGamepadBindingsFromOptions() { // NOLINT(readability-convert-member-functions-to-static)
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// Si no hay gamepads conectados, no hay nada que hacer
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if (gamepads_.empty()) {
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return;
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@@ -90,21 +90,21 @@ void Input::applyGamepadBindingsFromOptions() {
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}
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// Asigna inputs a botones del mando
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void Input::bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action, SDL_GamepadButton button) {
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void Input::bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action, SDL_GamepadButton button) { // NOLINT(readability-convert-member-functions-to-static)
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if (gamepad != nullptr) {
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gamepad->bindings[action].button = button;
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}
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}
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// Asigna inputs a botones del mando
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void Input::bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action_target, Action action_source) {
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void Input::bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action_target, Action action_source) { // NOLINT(readability-convert-member-functions-to-static)
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if (gamepad != nullptr) {
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gamepad->bindings[action_target].button = gamepad->bindings[action_source].button;
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}
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}
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// Comprueba si alguna acción está activa
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auto Input::checkAction(Action action, bool repeat, bool check_keyboard, const std::shared_ptr<Gamepad>& gamepad) -> bool {
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auto Input::checkAction(Action action, bool repeat, bool check_keyboard, const std::shared_ptr<Gamepad>& gamepad) -> bool { // NOLINT(readability-convert-member-functions-to-static)
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bool success_keyboard = false;
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bool success_controller = false;
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@@ -142,7 +142,7 @@ auto Input::checkAction(Action action, bool repeat, bool check_keyboard, const s
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}
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// Comprueba si hay almenos una acción activa
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auto Input::checkAnyInput(bool check_keyboard, const std::shared_ptr<Gamepad>& gamepad) -> bool {
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auto Input::checkAnyInput(bool check_keyboard, const std::shared_ptr<Gamepad>& gamepad) -> bool { // NOLINT(readability-convert-member-functions-to-static)
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// Obtenemos el número total de acciones posibles para iterar sobre ellas.
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// --- Comprobación del Teclado ---
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@@ -179,7 +179,7 @@ auto Input::checkAnyInput(bool check_keyboard, const std::shared_ptr<Gamepad>& g
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}
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// Comprueba si hay algún botón pulsado
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auto Input::checkAnyButton(bool repeat) -> bool {
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auto Input::checkAnyButton(bool repeat) -> bool { // NOLINT(readability-convert-member-functions-to-static)
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// Solo comprueba los botones definidos previamente
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for (auto bi : BUTTON_INPUTS) {
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// Comprueba el teclado
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@@ -219,7 +219,7 @@ auto Input::getControllerNames() const -> std::vector<std::string> {
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auto Input::getNumGamepads() const -> int { return gamepads_.size(); }
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// Obtiene el gamepad a partir de un event.id
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auto Input::getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Input::Gamepad> {
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auto Input::getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Input::Gamepad> { // NOLINT(readability-convert-member-functions-to-static)
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for (const auto& gamepad : gamepads_) {
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if (gamepad->instance_id == id) {
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return gamepad;
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@@ -228,7 +228,7 @@ auto Input::getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Input::Gamepa
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return nullptr;
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}
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auto Input::getGamepadByName(const std::string& name) const -> std::shared_ptr<Input::Gamepad> {
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auto Input::getGamepadByName(const std::string& name) const -> std::shared_ptr<Input::Gamepad> { // NOLINT(readability-convert-member-functions-to-static)
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for (const auto& gamepad : gamepads_) {
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if (gamepad && gamepad->name == name) {
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return gamepad;
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@@ -238,12 +238,12 @@ auto Input::getGamepadByName(const std::string& name) const -> std::shared_ptr<I
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}
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// Obtiene el SDL_GamepadButton asignado a un action
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auto Input::getControllerBinding(const std::shared_ptr<Gamepad>& gamepad, Action action) -> SDL_GamepadButton {
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auto Input::getControllerBinding(const std::shared_ptr<Gamepad>& gamepad, Action action) -> SDL_GamepadButton { // NOLINT(readability-convert-member-functions-to-static)
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return static_cast<SDL_GamepadButton>(gamepad->bindings[action].button);
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}
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// Comprueba el eje del mando
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auto Input::checkAxisInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool {
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auto Input::checkAxisInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool { // NOLINT(readability-convert-member-functions-to-static)
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// Obtener el binding configurado para esta acción
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auto& binding = gamepad->bindings[action];
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@@ -286,7 +286,7 @@ auto Input::checkAxisInput(Action action, const std::shared_ptr<Gamepad>& gamepa
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}
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// Comprueba los triggers del mando como botones digitales
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auto Input::checkTriggerInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool {
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auto Input::checkTriggerInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool { // NOLINT(readability-convert-member-functions-to-static)
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// Solo manejamos botones específicos que pueden ser triggers
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if (gamepad->bindings[action].button != static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID)) {
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// Solo procesamos L2 y R2 como triggers
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@@ -333,13 +333,13 @@ auto Input::checkTriggerInput(Action action, const std::shared_ptr<Gamepad>& gam
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return false;
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}
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void Input::addGamepadMappingsFromFile() {
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void Input::addGamepadMappingsFromFile() { // NOLINT(readability-convert-member-functions-to-static)
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if (SDL_AddGamepadMappingsFromFile(gamepad_mappings_file_.c_str()) < 0) {
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std::cout << "Error, could not load " << gamepad_mappings_file_.c_str() << " file: " << SDL_GetError() << '\n';
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}
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}
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void Input::discoverGamepads() {
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void Input::discoverGamepads() { // NOLINT(readability-convert-member-functions-to-static)
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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handleEvent(event); // Comprueba mandos conectados
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@@ -375,7 +375,7 @@ void Input::resetInputStates() {
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}
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}
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void Input::update() {
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void Input::update() { // NOLINT(readability-convert-member-functions-to-static)
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// --- TECLADO ---
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const bool* key_states = SDL_GetKeyboardState(nullptr);
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@@ -399,7 +399,7 @@ void Input::update() {
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}
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}
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auto Input::handleEvent(const SDL_Event& event) -> std::string {
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auto Input::handleEvent(const SDL_Event& event) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
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switch (event.type) {
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case SDL_EVENT_GAMEPAD_ADDED:
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return addGamepad(event.gdevice.which);
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@@ -409,7 +409,7 @@ auto Input::handleEvent(const SDL_Event& event) -> std::string {
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return {};
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}
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auto Input::addGamepad(int device_index) -> std::string {
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auto Input::addGamepad(int device_index) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
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SDL_Gamepad* pad = SDL_OpenGamepad(device_index);
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if (pad == nullptr) {
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std::cerr << "Error al abrir el gamepad: " << SDL_GetError() << '\n';
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@@ -423,8 +423,8 @@ auto Input::addGamepad(int device_index) -> std::string {
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return name + " CONNECTED";
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}
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auto Input::removeGamepad(SDL_JoystickID id) -> std::string {
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auto it = std::ranges::find_if(gamepads_, [id](const std::shared_ptr<Gamepad>& gamepad) {
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auto Input::removeGamepad(SDL_JoystickID id) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
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auto it = std::ranges::find_if(gamepads_, [id](const std::shared_ptr<Gamepad>& gamepad) -> bool {
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return gamepad->instance_id == id;
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});
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@@ -438,7 +438,7 @@ auto Input::removeGamepad(SDL_JoystickID id) -> std::string {
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return {};
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}
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void Input::printConnectedGamepads() const {
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void Input::printConnectedGamepads() const { // NOLINT(readability-convert-member-functions-to-static)
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if (gamepads_.empty()) {
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std::cout << "No hay gamepads conectados." << '\n';
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return;
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@@ -452,7 +452,7 @@ void Input::printConnectedGamepads() const {
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}
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}
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auto Input::findAvailableGamepadByName(const std::string& gamepad_name) -> std::shared_ptr<Input::Gamepad> {
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auto Input::findAvailableGamepadByName(const std::string& gamepad_name) -> std::shared_ptr<Input::Gamepad> { // NOLINT(readability-convert-member-functions-to-static)
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// Si no hay gamepads disponibles, devolver gamepad por defecto
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if (gamepads_.empty()) {
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return nullptr;
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