manuals tidy tier 1: suffixes, params, switches, equals-default

This commit is contained in:
2026-05-14 18:58:29 +02:00
parent b7a551c158
commit 8676c0e773
15 changed files with 47 additions and 36 deletions
+3 -3
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@@ -260,7 +260,7 @@ inline void JA_Update() {
inline void JA_Init(const int freq, const SDL_AudioFormat format, const int num_channels) {
JA_audioSpec = {.format = format, .channels = num_channels, .freq = freq};
if (sdlAudioDevice != 0u) {
if (sdlAudioDevice != 0U) {
SDL_CloseAudioDevice(sdlAudioDevice);
}
sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec);
@@ -280,7 +280,7 @@ inline void JA_Quit() {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
}
if (sdlAudioDevice != 0u) {
if (sdlAudioDevice != 0U) {
SDL_CloseAudioDevice(sdlAudioDevice);
}
sdlAudioDevice = 0;
@@ -586,7 +586,7 @@ inline void JA_EnableMusic(const bool value) {
inline auto JA_LoadSound(uint8_t* buffer, uint32_t size) -> JA_Sound_t* {
auto sound = std::make_unique<JA_Sound_t>();
Uint8* raw = nullptr;
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &sound->spec, &raw, &sound->length)) {
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), true, &sound->spec, &raw, &sound->length)) {
std::cout << "Failed to load WAV from memory: " << SDL_GetError() << '\n';
return nullptr;
}
+7 -7
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@@ -87,7 +87,7 @@ auto JD8_LoadPalette(const char* file) -> JD8_Palette {
// Sempre retorna un buffer de 256 colors reservat amb `new Color[256]`
// — el caller és responsable d'alliberar-lo amb `delete[]` (o lliurar-ne
// l'ownership a `JD8_SetScreenPalette`).
auto palette = new Color[256];
auto* palette = new Color[256];
if (Resource::Cache::get() != nullptr) {
try {
@@ -167,7 +167,7 @@ void JD8_BlitToSurface(int x, int y, JD8_Surface surface, int sx, int sy, int sw
}
}
void JD8_BlitCK(int x, int y, const JD8_Surface surface, int sx, int sy, int sw, int sh, Uint8 colorkey) {
void JD8_BlitCK(int x, int y, const Uint8* surface, int sx, int sy, int sw, int sh, Uint8 colorkey) {
int src_pointer = sx + (sy * 320);
int dst_pointer = x + (y * 320);
for (int j = 0; j < sh; j++) {
@@ -181,7 +181,7 @@ void JD8_BlitCK(int x, int y, const JD8_Surface surface, int sx, int sy, int sw,
}
}
void JD8_BlitCKCut(int x, int y, const JD8_Surface surface, int sx, int sy, int sw, int sh, Uint8 colorkey) {
void JD8_BlitCKCut(int x, int y, const Uint8* surface, int sx, int sy, int sw, int sh, Uint8 colorkey) {
int src_pointer = sx + (sy * 320);
int dst_pointer = x + (y * 320);
for (int j = 0; j < sh; j++) {
@@ -195,7 +195,7 @@ void JD8_BlitCKCut(int x, int y, const JD8_Surface surface, int sx, int sy, int
}
}
void JD8_BlitCKScroll(int y, const JD8_Surface surface, int sx, int sy, int sh, Uint8 colorkey) {
void JD8_BlitCKScroll(int y, const Uint8* surface, int sx, int sy, int sh, Uint8 colorkey) {
int dst_pointer = y * 320;
for (int j = sy; j < sy + sh; j++) {
for (int i = 0; i < 320; i++) {
@@ -208,7 +208,7 @@ void JD8_BlitCKScroll(int y, const JD8_Surface surface, int sx, int sy, int sh,
}
}
void JD8_BlitCKToSurface(int x, int y, const JD8_Surface surface, int sx, int sy, int sw, int sh, JD8_Surface dest, Uint8 colorkey) {
void JD8_BlitCKToSurface(int x, int y, const Uint8* surface, int sx, int sy, int sw, int sh, JD8_Surface dest, Uint8 colorkey) {
int src_pointer = sx + (sy * 320);
int dst_pointer = x + (y * 320);
for (int j = 0; j < sh; j++) {
@@ -239,11 +239,11 @@ auto JD8_GetFramebuffer() -> Uint32* {
return pixel_data;
}
void JD8_FreeSurface(const JD8_Surface surface) {
void JD8_FreeSurface(JD8_Surface surface) { // NOLINT(readability-non-const-parameter): allibera memòria, no pot ser const
delete[] surface;
}
auto JD8_GetPixel(JD8_Surface surface, int x, int y) -> Uint8 {
auto JD8_GetPixel(const Uint8* surface, int x, int y) -> Uint8 {
return surface[x + (y * 320)];
}
+6 -6
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@@ -36,13 +36,13 @@ void JD8_Blit(int x, int y, JD8_Surface surface, int sx, int sy, int sw, int sh)
void JD8_BlitToSurface(int x, int y, JD8_Surface surface, int sx, int sy, int sw, int sh, JD8_Surface dest);
void JD8_BlitCK(int x, int y, const JD8_Surface surface, int sx, int sy, int sw, int sh, Uint8 colorkey);
void JD8_BlitCK(int x, int y, const Uint8* surface, int sx, int sy, int sw, int sh, Uint8 colorkey);
void JD8_BlitCKCut(int x, int y, const JD8_Surface surface, int sx, int sy, int sw, int sh, Uint8 colorkey);
void JD8_BlitCKCut(int x, int y, const Uint8* surface, int sx, int sy, int sw, int sh, Uint8 colorkey);
void JD8_BlitCKScroll(int y, const JD8_Surface surface, int sx, int sy, int sh, Uint8 colorkey);
void JD8_BlitCKScroll(int y, const Uint8* surface, int sx, int sy, int sh, Uint8 colorkey);
void JD8_BlitCKToSurface(int x, int y, const JD8_Surface surface, int sx, int sy, int sw, int sh, JD8_Surface dest, Uint8 colorkey);
void JD8_BlitCKToSurface(int x, int y, const Uint8* surface, int sx, int sy, int sw, int sh, JD8_Surface dest, Uint8 colorkey);
// Converteix la pantalla indexada a ARGB. El Director crida aquesta
// funció al final de cada tick i després llegeix el framebuffer via
@@ -53,9 +53,9 @@ void JD8_Flip();
// JD8_Flip(). Propietat de jdraw8 — el caller no ha de lliberar-lo.
auto JD8_GetFramebuffer() -> Uint32*;
void JD8_FreeSurface(const JD8_Surface surface);
void JD8_FreeSurface(JD8_Surface surface);
auto JD8_GetPixel(JD8_Surface surface, int x, int y) -> Uint8;
auto JD8_GetPixel(const Uint8* surface, int x, int y) -> Uint8;
void JD8_PutPixel(JD8_Surface surface, int x, int y, Uint8 pixel);
+1 -1
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@@ -81,7 +81,7 @@ void JI_Update() {
if (wait_ms > 0.0F) {
wait_ms -= delta_ms;
wait_ms = std::max(wait_ms, 0.0f);
wait_ms = std::max(wait_ms, 0.0F);
}
// Consumim el flag de "alguna tecla no-GUI polsada" del director
+1 -1
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@@ -228,7 +228,7 @@ namespace Menu {
pct = std::min(pct, 100);
char buf[8];
std::snprintf(buf, sizeof(buf), "%d%%", pct);
return std::string(buf);
return {buf};
}
// Canvi +/- d'un volum en steps de 0.05 (5%) amb clamping
+1 -1
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@@ -418,7 +418,7 @@ namespace Overlay {
void setRenderInfoSegments(const char* s0, const char* s1, const char* s2, const char* s3, unsigned int mono_mask) {
const char* segs[INFO_SEGMENT_COUNT] = {s0, s1, s2, s3};
for (int i = 0; i < INFO_SEGMENT_COUNT; i++) {
info_segments_[i].mono_digits = (((mono_mask >> i) & 1U) != 0u);
info_segments_[i].mono_digits = (((mono_mask >> i) & 1U) != 0U);
if (segs[i] != nullptr && *segs[i] != '\0') {
info_segments_[i].text = segs[i];
info_segments_[i].visible = true;
+1 -1
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@@ -66,7 +66,7 @@ class Director {
static void initGameContext();
// Construeix l'escena apropiada segons game_state_ i info::ctx.
// Retorna nullptr si l'state actual no té escena registrada (bug).
auto createNextScene() const -> std::unique_ptr<scenes::Scene>;
[[nodiscard]] auto createNextScene() const -> std::unique_ptr<scenes::Scene>;
// Buffers persistents entre iteracions. Abans eren locals a run(),
// ara són membres perquè iterate() els pot reutilitzar sense tornar-los