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>
This commit is contained in:
2026-03-21 10:52:07 +01:00
parent 4801f287df
commit c9bcce6f9b
71 changed files with 3469 additions and 2838 deletions

View File

@@ -1,13 +1,14 @@
#include "input_handler.hpp"
#include <SDL3/SDL_keycode.h> // for SDL_Keycode
#include <string> // for std::string, std::to_string
#include <string> // for std::string, std::to_string
#include "defines.hpp" // for KIOSK_NOTIFICATION_TEXT
#include "engine.hpp" // for Engine
#include "external/mouse.hpp" // for Mouse namespace
bool InputHandler::processEvents(Engine& engine) {
auto InputHandler::processEvents(Engine& engine) -> bool { // NOLINT(readability-function-cognitive-complexity)
SDL_Event event;
while (SDL_PollEvent(&event)) {
// Procesar eventos de ratón (auto-ocultar cursor)
@@ -19,7 +20,7 @@ bool InputHandler::processEvents(Engine& engine) {
}
// Procesar eventos de teclado
if (event.type == SDL_EVENT_KEY_DOWN && event.key.repeat == 0) {
if (event.type == SDL_EVENT_KEY_DOWN && static_cast<int>(event.key.repeat) == 0) {
switch (event.key.key) {
case SDLK_ESCAPE:
if (engine.isKioskMode()) {
@@ -105,23 +106,21 @@ bool InputHandler::processEvents(Engine& engine) {
// Toggle Modo Boids (comportamiento de enjambre)
case SDLK_B:
engine.toggleBoidsMode();
engine.toggleBoidsMode();
break;
// Ciclar temas de color (movido de B a C)
case SDLK_C:
{
// Detectar si Shift está presionado
SDL_Keymod modstate = SDL_GetModState();
if (modstate & SDL_KMOD_SHIFT) {
// Shift+C: Ciclar hacia atrás (tema anterior)
engine.cycleTheme(false);
} else {
// C solo: Ciclar hacia adelante (tema siguiente)
engine.cycleTheme(true);
}
case SDLK_C: {
// Detectar si Shift está presionado
SDL_Keymod modstate = SDL_GetModState();
if ((modstate & SDL_KMOD_SHIFT) != 0u) {
// Shift+C: Ciclar hacia atrás (tema anterior)
engine.cycleTheme(false);
} else {
// C solo: Ciclar hacia adelante (tema siguiente)
engine.cycleTheme(true);
}
break;
} break;
// Temas de colores con teclado numérico (con transición suave)
case SDLK_KP_1:
@@ -233,25 +232,37 @@ bool InputHandler::processEvents(Engine& engine) {
// Controles de zoom dinámico (solo si no estamos en fullscreen)
case SDLK_F1:
if (engine.isKioskMode()) engine.showNotificationForAction(KIOSK_NOTIFICATION_TEXT);
else engine.handleZoomOut();
if (engine.isKioskMode()) {
engine.showNotificationForAction(KIOSK_NOTIFICATION_TEXT);
} else {
engine.handleZoomOut();
}
break;
case SDLK_F2:
if (engine.isKioskMode()) engine.showNotificationForAction(KIOSK_NOTIFICATION_TEXT);
else engine.handleZoomIn();
if (engine.isKioskMode()) {
engine.showNotificationForAction(KIOSK_NOTIFICATION_TEXT);
} else {
engine.handleZoomIn();
}
break;
// Control de pantalla completa
case SDLK_F3:
if (engine.isKioskMode()) engine.showNotificationForAction(KIOSK_NOTIFICATION_TEXT);
else engine.toggleFullscreen();
if (engine.isKioskMode()) {
engine.showNotificationForAction(KIOSK_NOTIFICATION_TEXT);
} else {
engine.toggleFullscreen();
}
break;
// Modo real fullscreen (cambia resolución interna)
case SDLK_F4:
if (engine.isKioskMode()) engine.showNotificationForAction(KIOSK_NOTIFICATION_TEXT);
else engine.toggleRealFullscreen();
if (engine.isKioskMode()) {
engine.showNotificationForAction(KIOSK_NOTIFICATION_TEXT);
} else {
engine.toggleRealFullscreen();
}
break;
// Toggle PostFX activo/inactivo
@@ -266,19 +277,25 @@ bool InputHandler::processEvents(Engine& engine) {
// Redimensionar campo de juego (tamaño lógico + físico)
case SDLK_F7:
if (engine.isKioskMode()) engine.showNotificationForAction(KIOSK_NOTIFICATION_TEXT);
else engine.fieldSizeDown();
if (engine.isKioskMode()) {
engine.showNotificationForAction(KIOSK_NOTIFICATION_TEXT);
} else {
engine.fieldSizeDown();
}
break;
case SDLK_F8:
if (engine.isKioskMode()) engine.showNotificationForAction(KIOSK_NOTIFICATION_TEXT);
else engine.fieldSizeUp();
if (engine.isKioskMode()) {
engine.showNotificationForAction(KIOSK_NOTIFICATION_TEXT);
} else {
engine.fieldSizeUp();
}
break;
// Toggle Modo DEMO COMPLETO (auto-play) o Pausar tema dinámico (Shift+D)
case SDLK_D:
// Shift+D = Pausar tema dinámico
if (event.key.mod & SDL_KMOD_SHIFT) {
if ((event.key.mod & SDL_KMOD_SHIFT) != 0u) {
engine.pauseDynamicTheme();
} else {
// D sin Shift = Toggle DEMO ↔ SANDBOX