style: aplicar fixes de clang-tidy (todo excepto uppercase-literal-suffix)
Corregidos ~2570 issues automáticamente con clang-tidy --fix-errors más ajustes manuales posteriores: - modernize: designated-initializers, trailing-return-type, use-auto, avoid-c-arrays (→ std::array<>), use-ranges, use-emplace, deprecated-headers, use-equals-default, pass-by-value, return-braced-init-list, use-default-member-init - readability: math-missing-parentheses, implicit-bool-conversion, braces-around-statements, isolate-declaration, use-std-min-max, identifier-naming, else-after-return, redundant-casting, convert-member-functions-to-static, make-member-function-const, static-accessed-through-instance - performance: avoid-endl, unnecessary-value-param, type-promotion, inefficient-vector-operation - dead code: XOR_KEY (orphan tras eliminar encryptData/decryptData), dead stores en engine.cpp y png_shape.cpp - NOLINT justificado en 10 funciones con alta complejidad cognitiva (initialize, render, main, processEvents, update×3, performDemoAction, randomizeOnDemoStart, renderDebugHUD, AppLogo::update) Compilación: gcc -Wall sin warnings. clang-tidy: 0 issues. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -1,32 +1,32 @@
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#pragma once
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#include <SDL3/SDL_events.h> // for SDL_Event
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#include <SDL3/SDL_render.h> // for SDL_Renderer (ui_renderer_ software renderer)
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#include <SDL3/SDL_stdinc.h> // for Uint64
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#include <SDL3/SDL_surface.h> // for SDL_Surface (ui_surface_)
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#include <SDL3/SDL_video.h> // for SDL_Window
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#include <SDL3/SDL_events.h> // for SDL_Event
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#include <SDL3/SDL_render.h> // for SDL_Renderer (ui_renderer_ software renderer)
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#include <SDL3/SDL_stdinc.h> // for Uint64
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#include <SDL3/SDL_surface.h> // for SDL_Surface (ui_surface_)
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#include <SDL3/SDL_video.h> // for SDL_Window
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#include <array> // for array
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#include <memory> // for unique_ptr, shared_ptr
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#include <string> // for string
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#include <vector> // for vector
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#include "ui/app_logo.hpp" // for AppLogo
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#include "ball.hpp" // for Ball
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#include "boids_mgr/boid_manager.hpp" // for BoidManager
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#include "defines.hpp" // for GravityDirection, ColorTheme, ShapeType
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#include "external/texture.hpp" // for Texture
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#include "gpu/gpu_ball_buffer.hpp" // for GpuBallBuffer, BallGPUData
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#include "gpu/gpu_context.hpp" // for GpuContext
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#include "gpu/gpu_pipeline.hpp" // for GpuPipeline
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#include "gpu/gpu_sprite_batch.hpp" // for GpuSpriteBatch
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#include "gpu/gpu_texture.hpp" // for GpuTexture
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#include "input/input_handler.hpp" // for InputHandler
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#include "scene/scene_manager.hpp" // for SceneManager
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#include "shapes_mgr/shape_manager.hpp" // for ShapeManager
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#include "state/state_manager.hpp" // for StateManager
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#include "theme_manager.hpp" // for ThemeManager
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#include "ui/ui_manager.hpp" // for UIManager
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#include "ball.hpp" // for Ball
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#include "boids_mgr/boid_manager.hpp" // for BoidManager
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#include "defines.hpp" // for GravityDirection, ColorTheme, ShapeType
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#include "external/texture.hpp" // for Texture
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#include "gpu/gpu_ball_buffer.hpp" // for GpuBallBuffer, BallGPUData
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#include "gpu/gpu_context.hpp" // for GpuContext
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#include "gpu/gpu_pipeline.hpp" // for GpuPipeline
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#include "gpu/gpu_sprite_batch.hpp" // for GpuSpriteBatch
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#include "gpu/gpu_texture.hpp" // for GpuTexture
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#include "input/input_handler.hpp" // for InputHandler
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#include "scene/scene_manager.hpp" // for SceneManager
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#include "shapes_mgr/shape_manager.hpp" // for ShapeManager
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#include "state/state_manager.hpp" // for StateManager
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#include "theme_manager.hpp" // for ThemeManager
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#include "ui/app_logo.hpp" // for AppLogo
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#include "ui/ui_manager.hpp" // for UIManager
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class Engine {
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public:
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@@ -97,8 +97,8 @@ class Engine {
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// Escenario custom (tecla 9, --custom-balls)
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void setCustomScenario(int balls);
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bool isCustomScenarioEnabled() const { return custom_scenario_enabled_; }
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bool isCustomAutoAvailable() const { return custom_auto_available_; }
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int getCustomScenarioBalls() const { return custom_scenario_balls_; }
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bool isCustomAutoAvailable() const { return custom_auto_available_; }
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int getCustomScenarioBalls() const { return custom_scenario_balls_; }
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// Control manual del benchmark (--skip-benchmark, --max-balls)
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void setSkipBenchmark();
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@@ -113,10 +113,10 @@ class Engine {
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void toggleLogoMode();
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// === Métodos públicos para StateManager (automatización DEMO/LOGO sin notificación) ===
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void enterShapeMode(ShapeType type); // Activar figura (sin notificación)
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void exitShapeMode(bool force_gravity = true); // Volver a física (sin notificación)
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void switchTextureSilent(); // Cambiar textura (sin notificación)
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void setTextureByIndex(size_t index); // Restaurar textura específica
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void enterShapeMode(ShapeType type); // Activar figura (sin notificación)
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void exitShapeMode(bool force_gravity = true); // Volver a física (sin notificación)
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void switchTextureSilent(); // Cambiar textura (sin notificación)
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void setTextureByIndex(size_t index); // Restaurar textura específica
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// === Getters públicos para UIManager (Debug HUD) ===
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bool getVSyncEnabled() const { return vsync_enabled_; }
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@@ -133,11 +133,11 @@ class Engine {
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int getBaseScreenHeight() const { return base_screen_height_; }
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int getMaxAutoScenario() const { return max_auto_scenario_; }
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size_t getCurrentTextureIndex() const { return current_texture_index_; }
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bool isPostFXEnabled() const { return postfx_enabled_; }
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int getPostFXMode() const { return postfx_effect_mode_; }
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float getPostFXVignette() const { return postfx_uniforms_.vignette_strength; }
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float getPostFXChroma() const { return postfx_uniforms_.chroma_strength; }
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float getPostFXScanline() const { return postfx_uniforms_.scanline_strength; }
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bool isPostFXEnabled() const { return postfx_enabled_; }
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int getPostFXMode() const { return postfx_effect_mode_; }
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float getPostFXVignette() const { return postfx_uniforms_.vignette_strength; }
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float getPostFXChroma() const { return postfx_uniforms_.chroma_strength; }
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float getPostFXScanline() const { return postfx_uniforms_.scanline_strength; }
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private:
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// === Componentes del sistema (Composición) ===
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@@ -153,23 +153,23 @@ class Engine {
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SDL_Window* window_ = nullptr;
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// === SDL_GPU rendering pipeline ===
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std::unique_ptr<GpuContext> gpu_ctx_; // Device + swapchain
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std::unique_ptr<GpuPipeline> gpu_pipeline_; // Sprite + ball + postfx pipelines
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std::unique_ptr<GpuSpriteBatch> sprite_batch_; // Per-frame vertex/index batch (bg + shape + UI)
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std::unique_ptr<GpuBallBuffer> gpu_ball_buffer_; // Instanced ball instance data (PHYSICS/BOIDS)
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std::vector<BallGPUData> ball_gpu_data_; // CPU-side staging vector (reused each frame)
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std::unique_ptr<GpuTexture> offscreen_tex_; // Offscreen render target (Pass 1)
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std::unique_ptr<GpuTexture> white_tex_; // 1×1 white (background gradient)
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std::unique_ptr<GpuTexture> ui_tex_; // UI text overlay texture
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std::unique_ptr<GpuContext> gpu_ctx_; // Device + swapchain
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std::unique_ptr<GpuPipeline> gpu_pipeline_; // Sprite + ball + postfx pipelines
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std::unique_ptr<GpuSpriteBatch> sprite_batch_; // Per-frame vertex/index batch (bg + shape + UI)
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std::unique_ptr<GpuBallBuffer> gpu_ball_buffer_; // Instanced ball instance data (PHYSICS/BOIDS)
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std::vector<BallGPUData> ball_gpu_data_; // CPU-side staging vector (reused each frame)
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std::unique_ptr<GpuTexture> offscreen_tex_; // Offscreen render target (Pass 1)
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std::unique_ptr<GpuTexture> white_tex_; // 1×1 white (background gradient)
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std::unique_ptr<GpuTexture> ui_tex_; // UI text overlay texture
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// GPU sprite textures (one per ball skin, parallel to textures_/texture_names_)
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std::unique_ptr<GpuTexture> gpu_texture_; // Active GPU sprite texture
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std::unique_ptr<GpuTexture> gpu_texture_; // Active GPU sprite texture
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std::vector<std::unique_ptr<GpuTexture>> gpu_textures_; // All GPU sprite textures
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// === SDL_Renderer (software, for UI text via SDL3_ttf) ===
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// Renders to ui_surface_, then uploaded as gpu texture overlay.
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SDL_Renderer* ui_renderer_ = nullptr;
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SDL_Surface* ui_surface_ = nullptr;
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SDL_Surface* ui_surface_ = nullptr;
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// Legacy Texture objects — kept for ball physics sizing and AppLogo
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std::shared_ptr<Texture> texture_ = nullptr; // Textura activa actual
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@@ -190,7 +190,7 @@ class Engine {
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int postfx_effect_mode_ = 3;
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bool postfx_enabled_ = false;
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float postfx_override_vignette_ = -1.f; // -1 = sin override
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float postfx_override_chroma_ = -1.f;
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float postfx_override_chroma_ = -1.f;
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// Sistema de escala de ventana
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float current_window_scale_ = 1.0f;
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@@ -228,10 +228,10 @@ class Engine {
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int max_auto_scenario_ = 5;
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// Escenario custom (--custom-balls)
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int custom_scenario_balls_ = 0;
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int custom_scenario_balls_ = 0;
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bool custom_scenario_enabled_ = false;
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bool custom_auto_available_ = false;
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bool skip_benchmark_ = false;
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bool custom_auto_available_ = false;
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bool skip_benchmark_ = false;
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// Bucket sort per z-ordering (SHAPE mode)
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static constexpr int DEPTH_SORT_BUCKETS = 256;
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@@ -273,9 +273,8 @@ class Engine {
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bool isScenarioAllowedForBoids(int scenario_id) const;
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// GPU helpers
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bool loadGpuSpriteTexture(size_t index); // Upload one sprite texture to GPU
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void recreateOffscreenTexture(); // Recreate when resolution changes
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void renderUIToSurface(); // Render text/UI to ui_surface_
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bool loadGpuSpriteTexture(size_t index); // Upload one sprite texture to GPU
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void recreateOffscreenTexture(); // Recreate when resolution changes
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void renderUIToSurface(); // Render text/UI to ui_surface_
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void uploadUISurface(SDL_GPUCommandBuffer* cmd_buf); // Upload ui_surface_ → ui_tex_
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};
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